8 Commits

20 changed files with 850 additions and 200 deletions

4
.gitignore vendored
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@ -10,4 +10,6 @@ goonscape.exe
# OS files
.DS_Store
Thumbs.db
Thumbs.db
resources/models/old_and_test/

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@ -1,41 +1,274 @@
package assets
import (
"fmt"
"os"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet
// Only try to load animations if environment variable isn't set
if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
return animSet, nil
}
// Load idle animations if specified
if idlePath, ok := animPaths["idle"]; ok {
idleAnims := rl.LoadModelAnimations(idlePath)
if len(idleAnims) > 0 {
animSet.Idle = idleAnims
rl.TraceLog(rl.LogInfo, "Loaded idle animation: %s (%d frames, %f seconds)",
idlePath, idleAnims[0].FrameCount, float32(idleAnims[0].FrameCount)/60.0)
}
}
// Load walk animations if specified
if walkPath, ok := animPaths["walk"]; ok {
walkAnims := rl.LoadModelAnimations(walkPath)
if len(walkAnims) > 0 {
animSet.Walk = walkAnims
rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)",
walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0)
}
}
return animSet, nil
}
// ValidateModel checks if a model is valid and properly loaded
func ValidateModel(model rl.Model) error {
if model.Meshes == nil {
return fmt.Errorf("model has nil meshes")
}
if model.Meshes.VertexCount <= 0 {
return fmt.Errorf("model has invalid vertex count")
}
return nil
}
// CompletelyAvoidExternalModels determines if we should avoid loading external models
func CompletelyAvoidExternalModels() bool {
return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// SafeLoadModel attempts to load a model, returning a placeholder if it fails
func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if CompletelyAvoidExternalModels() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
}
func LoadModels() ([]types.ModelAsset, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
// Force safe mode for now until we fix the segfault
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
models := make([]types.ModelAsset, 0, 3)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
// Use environment variable to completely disable model loading
safeMode := CompletelyAvoidExternalModels()
return []types.ModelAsset{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
// Colors for the different models
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
// If in safe mode, create all models directly without loading
if safeMode {
// Gooner model (cube)
cube := createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
PlaceholderColor: goonerColor,
})
// Coomer model (sphere)
sphere := createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
PlaceholderColor: coomerColor,
})
// Shreke model (cylinder)
cylinder := createPrimitiveShape(2)
models = append(models, types.ModelAsset{
Model: cylinder,
YOffset: 0.0,
PlaceholderColor: shrekeColor,
})
return models, nil
}
// The rest of the function with normal model loading
// Load Goonion model with error handling
var goonerModel rl.Model
var success bool
var modelColor rl.Color
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
// Create animations only if model was loaded successfully
var goonerAnims types.AnimationSet
if success {
goonerAnims, _ = loadModelAnimations(map[string]string{
"idle": "resources/models/gooner/idle_no_y_transform.glb",
"walk": "resources/models/gooner/walk_no_y_transform.glb",
})
// Apply transformations
transform := rl.MatrixIdentity()
transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
goonerModel.Transform = transform
}
// Always add a model (real or placeholder)
models = append(models, types.ModelAsset{
Model: goonerModel,
Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
Animations: goonerAnims,
YOffset: 0.0,
PlaceholderColor: modelColor,
})
// Coomer model with safe loading - using a sphere shape
var coomerModel rl.Model
coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
if success {
// Only load animations if the model loaded successfully
coomerAnims, _ := loadModelAnimations(map[string]string{
"idle": "resources/models/coomer/idle_notransy.glb",
"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
})
// Apply transformations
transform := rl.MatrixIdentity()
transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
coomerModel.Transform = transform
models = append(models, types.ModelAsset{
Model: coomerModel,
Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
Animations: coomerAnims,
YOffset: -4.0,
PlaceholderColor: rl.Color{}, // Not a placeholder
})
} else {
// Add a placeholder with different shape/color
models = append(models, types.ModelAsset{
Model: coomerModel,
YOffset: -4.0,
PlaceholderColor: modelColor,
})
}
// Shreke model with safe loading - using a cylinder shape
var shrekeModel rl.Model
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
if shrekeTexture.ID <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
} else {
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
models = append(models, types.ModelAsset{
Model: shrekeModel,
Texture: shrekeTexture,
YOffset: 0.0,
PlaceholderColor: rl.Color{}, // Not a placeholder
})
}
} else {
// Add another placeholder with different shape/color
models = append(models, types.ModelAsset{
Model: shrekeModel,
YOffset: 0.0,
PlaceholderColor: modelColor,
})
}
if len(models) == 0 {
return nil, fmt.Errorf("failed to load any models")
}
return models, nil
}
func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil
}
defer func() {
// Recover from any panics during music loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
}
}()
func UnloadModels(models []types.ModelAsset) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
// Skip loading music if environment variable is set
if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
return rl.Music{}, fmt.Errorf("audio disabled")
}
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
music := rl.LoadMusicStream(filename)
if music.Stream.Buffer == nil {
return music, fmt.Errorf("failed to load music: %s", filename)
}
return music, nil
}

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

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

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@ -2,6 +2,8 @@ package game
import (
"fmt"
"log"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
@ -25,6 +27,7 @@ type Chat struct {
cursorPos int
scrollOffset int
userData interface{}
mutex sync.RWMutex
}
func NewChat() *Chat {
@ -49,6 +52,15 @@ func (c *Chat) AddMessage(playerID int32, content string) {
}
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.mutex.Lock()
defer c.mutex.Unlock()
if len(messages) == 0 {
return
}
log.Printf("Processing %d chat messages", len(messages))
// Convert protobuf messages to our local type
for _, msg := range messages {
localMsg := types.ChatMessage{
@ -64,6 +76,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, localMsg)
log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
// Scroll to latest message if it's not already visible
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
@ -87,6 +100,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
ExpireTime: time.Now().Add(6 * time.Second),
}
otherPlayer.Unlock()
log.Printf("Added floating message to other player %d", msg.PlayerId)
} else {
log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
}
}
}
@ -94,6 +110,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
}
func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.mutex.RLock()
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)

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@ -1,7 +1,8 @@
package game
import (
"os"
"fmt"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
@ -19,9 +20,11 @@ type Game struct {
Music rl.Music
Chat *Chat
MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown
quitChan chan struct{}
loginScreen *LoginScreen
isLoggedIn bool
cleanupOnce sync.Once
frameCounter int // For periodic logging
}
func New() *Game {
@ -36,7 +39,7 @@ func New() *Game {
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
QuitChan: make(chan struct{}),
quitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
}
game.Chat.userData = game
@ -44,15 +47,32 @@ func New() *Game {
}
func (g *Game) LoadAssets() error {
var err error
g.Models, err = assets.LoadModels()
if err != nil {
return err
var loadErr error
defer func() {
if r := recover(); r != nil {
loadErr = fmt.Errorf("panic during asset loading: %v", r)
// Cleanup any partially loaded assets
g.Cleanup()
}
}()
// Load models with better error handling
g.Models, loadErr = assets.LoadModels()
if loadErr != nil {
return fmt.Errorf("failed to load models: %v", loadErr)
}
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
return err
// Verify model loading
for i, model := range g.Models {
if model.Model.Meshes == nil {
return fmt.Errorf("model %d failed to load properly", i)
}
}
// Load music with better error handling
g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if loadErr != nil {
return fmt.Errorf("failed to load music: %v", loadErr)
}
return nil
@ -68,23 +88,18 @@ func (g *Game) Update(deltaTime float32) {
return
}
// Assign model based on player ID
modelIndex := int(playerID) % len(g.Models)
g.Player = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
Model: g.Models[modelIndex].Model,
Texture: g.Models[modelIndex].Texture,
}
g.AssignModelToPlayer(g.Player)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
g.isLoggedIn = true
return
}
g.loginScreen.Draw()
return
}
@ -115,7 +130,28 @@ func (g *Game) Update(deltaTime float32) {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
}
// Periodically log information about other players
g.frameCounter++
if g.frameCounter%300 == 0 {
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
for id, other := range g.OtherPlayers {
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
}
}
// Process other players
for _, other := range g.OtherPlayers {
if other == nil {
continue
}
// Make sure other players have models assigned
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
}
// Update other player movement
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
}
@ -153,18 +189,55 @@ func (g *Game) DrawMap() {
}
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
player.Lock()
defer player.Unlock()
// No need for lock in rendering, we'll use a "take snapshot" approach
// This avoids potential deadlocks and makes the rendering more consistent
// Check for invalid model
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
// Don't try to draw invalid models
return
}
grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
modelAsset := g.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
rl.DrawModel(model, playerPos, 16, rl.White)
// Check if model has animations
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation
if anim.FrameCount > 0 {
currentFrame := player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, currentFrame)
}
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
if anim.FrameCount > 0 {
currentFrame := player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, currentFrame)
}
}
}
// Use placeholder color if it's set, otherwise use white
var drawColor rl.Color = rl.White
if player.PlaceholderColor.A > 0 {
drawColor = player.PlaceholderColor
}
rl.DrawModel(model, playerPos, 16, drawColor)
// Draw floating messages and path indicators
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
@ -196,23 +269,43 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
func (g *Game) Render() {
rl.BeginDrawing()
defer func() {
// This defer will catch any panics that might occur during rendering
// and ensure EndDrawing gets called to maintain proper graphics state
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic during rendering: %v", r)
}
rl.EndDrawing()
}()
rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn {
g.loginScreen.Draw()
rl.EndDrawing()
return
}
rl.BeginMode3D(g.Camera)
g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers {
// Draw player only if valid
if g.Player != nil && g.Player.Model.Meshes != nil {
g.DrawPlayer(g.Player, g.Player.Model)
}
// Draw other players with defensive checks
for _, other := range g.OtherPlayers {
if other == nil {
continue
}
// Make sure model is assigned
if other.Model.Meshes == nil {
// Assign model based on player ID for consistency
modelIndex := int(id) % len(g.Models)
other.Model = g.Models[modelIndex].Model
other.Texture = g.Models[modelIndex].Texture
g.AssignModelToPlayer(other)
// Skip this frame if assignment failed
if other.Model.Meshes == nil {
continue
}
}
g.DrawPlayer(other, other.Model)
}
@ -239,12 +332,14 @@ func (g *Game) Render() {
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
}
if g.Player.FloatingMessage != nil {
if g.Player != nil && g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage)
}
for _, other := range g.OtherPlayers {
drawFloatingMessage(other.FloatingMessage)
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage)
}
}
// Draw menu if open
@ -253,17 +348,28 @@ func (g *Game) Render() {
}
// Only draw chat if menu is not open
if !g.MenuOpen {
if !g.MenuOpen && g.Chat != nil {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
func (g *Game) Cleanup() {
assets.UnloadModels(g.Models)
assets.UnloadMusic(g.Music)
g.cleanupOnce.Do(func() {
// Stop music first
if g.Music.Stream.Buffer != nil {
rl.StopMusicStream(g.Music)
rl.UnloadMusicStream(g.Music)
}
// Unload textures
for _, model := range g.Models {
if model.Texture.ID > 0 {
rl.UnloadTexture(model.Texture)
}
}
})
}
func (g *Game) HandleInput() {
@ -343,12 +449,46 @@ func (g *Game) DrawMenu() {
}
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
close(g.quitChan)
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
if player == nil {
return
}
// Defensive check for empty models array
if len(g.Models) == 0 {
rl.TraceLog(rl.LogWarning, "No models available to assign to player")
return
}
// Make sure model index is positive for consistent player appearances
// Use abs value of ID to ensure consistent appearance for negative IDs
modelIndex := abs(int(player.ID)) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
rl.TraceLog(rl.LogInfo, "Assigning model %d to player %d", modelIndex, player.ID)
modelAsset := g.Models[modelIndex]
// Validate model before assigning
if modelAsset.Model.Meshes == nil {
rl.TraceLog(rl.LogWarning, "Trying to assign invalid model to player %d", player.ID)
return
}
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
player.PlaceholderColor = modelAsset.PlaceholderColor
}
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
}

125
main.go
View File

@ -3,7 +3,11 @@ package main
import (
"flag"
"log"
"os"
"os/signal"
"strings"
"syscall"
"time"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network"
@ -11,11 +15,27 @@ import (
)
func main() {
// Set up panic recovery at the top level
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from fatal panic in main: %v", r)
// Give the user a chance to see the error
time.Sleep(5 * time.Second)
}
}()
// Parse command line flags
verbose := flag.Bool("v", false, "Also show info logs (spammy)")
local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)")
flag.Parse()
if *verbose {
rl.SetTraceLogLevel(rl.LogTrace)
} else {
rl.SetTraceLogLevel(rl.LogWarning)
}
// Set server address based on flags
if *local {
if *addr != "" {
@ -30,31 +50,104 @@ func main() {
network.SetServerAddr(*addr)
}
// Initialize window with error handling
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
defer rl.CloseWindow()
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
rl.SetExitKey(0)
// Initialize audio with error handling
if !rl.IsAudioDeviceReady() {
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
log.Println("Warning: Failed to initialize audio device, continuing without audio")
}
}
// Use a maximum of 3 attempts to load assets
var gameInstance *game.Game
var loadErr error
maxAttempts := 3
for attempt := 1; attempt <= maxAttempts; attempt++ {
gameInstance = game.New()
loadErr = gameInstance.LoadAssets()
if loadErr == nil {
break
}
log.Printf("Attempt %d/%d: Failed to load assets: %v", attempt, maxAttempts, loadErr)
if attempt < maxAttempts {
log.Println("Retrying...")
gameInstance.Cleanup() // Cleanup before retrying
time.Sleep(500 * time.Millisecond)
}
}
if loadErr != nil {
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
}
defer func() {
if gameInstance != nil {
gameInstance.Cleanup()
}
rl.CloseWindow()
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
}()
rl.SetTargetFPS(60)
game := game.New()
if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err)
// Play music if available
if gameInstance.Music.Stream.Buffer != nil {
rl.PlayMusicStream(gameInstance.Music)
rl.SetMusicVolume(gameInstance.Music, 0.5)
}
defer game.Cleanup()
rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5)
// Handle OS signals for clean shutdown
sigChan := make(chan os.Signal, 1)
signal.Notify(sigChan, os.Interrupt, syscall.SIGTERM)
go func() {
<-sigChan
if gameInstance != nil {
gameInstance.Shutdown()
}
}()
// Keep game loop in main thread for Raylib
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(game.Music)
game.Update(deltaTime)
game.Render()
}
// Wait for clean shutdown
<-game.QuitChan
// Update music if available
if gameInstance.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(gameInstance.Music)
}
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game update: %v", r)
}
}()
gameInstance.Update(deltaTime)
}()
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game render: %v", r)
}
}()
gameInstance.Render()
}()
// Check if game requested shutdown
select {
case <-gameInstance.QuitChan():
return
default:
}
}
}

View File

@ -7,6 +7,7 @@ import (
"io"
"log"
"net"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
@ -17,10 +18,11 @@ import (
const protoVersion = 1
var serverAddr = "boner.be:6969"
var serverAddr = "boner.be:6969" // Default server address
func SetServerAddr(addr string) {
serverAddr = addr
log.Printf("Server address set to: %s", serverAddr)
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
@ -91,19 +93,32 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
}
conn.Close()
if player.QuitDone != nil {
close(player.QuitDone)
}
}()
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
defer conn.Close()
defer close(player.QuitDone)
// Create a channel to signal when goroutines are done
// Create error channel for goroutine communication
errChan := make(chan error, 1)
done := make(chan struct{})
// Create a set of current players to track disconnects
currentPlayers := make(map[int32]bool)
// Start message sending goroutine
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message sender: %v", r)
errChan <- fmt.Errorf("message sender panic: %v", r)
}
}()
for {
select {
case <-quitChan:
@ -118,23 +133,23 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
writeMessage(conn, disconnectMsg)
done <- struct{}{}
return
case <-done:
return
case <-actionTicker.C:
player.Lock()
if len(player.ActionQueue) > 0 {
actions := make([]*pb.Action, len(player.ActionQueue))
copy(actions, player.ActionQueue)
batch := &pb.ActionBatch{
PlayerId: playerID,
Actions: actions,
Tick: player.CurrentTick,
}
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := writeMessage(conn, batch); err != nil {
log.Printf("Failed to send actions to server: %v", err)
errChan <- err
return
}
} else {
@ -144,93 +159,126 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
}
}()
for {
select {
case <-quitChan:
done := make(chan struct{})
go func() {
<-done
close(player.QuitDone)
}()
// Main message receiving loop
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message receiver: %v", r)
errChan <- fmt.Errorf("message receiver panic: %v", r)
}
}()
for {
select {
case <-done:
time.Sleep(100 * time.Millisecond)
case <-time.After(1 * time.Second):
log.Println("Shutdown timed out")
}
return
default:
// Read message length (4 bytes)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err)
case <-quitChan:
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
default:
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
if err != io.EOF {
log.Printf("Network read error: %v", err)
errChan <- fmt.Errorf("failed to read message length: %v", err)
} else {
log.Printf("Connection closed by server")
}
return
}
}
player.Unlock()
messageLength := binary.BigEndian.Uint32(lengthBuf)
for _, state := range serverMessage.Players {
currentPlayers[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
// Sanity check message size to prevent potential memory issues
if messageLength > 1024*1024 { // 1MB max message size
log.Printf("Message size too large: %d bytes", messageLength)
errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
return
}
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
errChan <- fmt.Errorf("failed to read message body: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue // Skip this message but don't quit
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players {
validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
otherPlayers[state.PlayerId] = types.NewPlayer(state)
// Remove players no longer in the server state
for id := range otherPlayers {
if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id)
}
}
}
// Remove players that are no longer in the server state
for id := range otherPlayers {
if !currentPlayers[id] {
delete(otherPlayers, id)
// Handle chat messages
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
handler.HandleServerMessages(serverMessage.ChatMessages)
}
}
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages)
}
}
}()
// Wait for error or quit signal
select {
case <-quitChan:
// Send disconnect message
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
case err := <-errChan:
log.Printf("Network error: %v", err)
}
}
@ -252,3 +300,50 @@ func writeMessage(conn net.Conn, msg proto.Message) error {
_, err = conn.Write(data)
return err
}
type Connection struct {
conn net.Conn
playerID int32
quitChan chan struct{}
quitDone chan struct{}
closeOnce sync.Once
}
func NewConnection(username, password string, isRegistering bool) (*Connection, error) {
conn, playerID, err := ConnectToServer(username, password, isRegistering)
if err != nil {
return nil, err
}
return &Connection{
conn: conn,
playerID: playerID,
quitChan: make(chan struct{}),
quitDone: make(chan struct{}),
}, nil
}
func (c *Connection) Close() {
c.closeOnce.Do(func() {
close(c.quitChan)
// Wait with timeout for network cleanup
select {
case <-c.quitDone:
// Clean shutdown completed
case <-time.After(500 * time.Millisecond):
log.Println("Network cleanup timed out")
}
c.conn.Close()
})
}
func (c *Connection) PlayerID() int32 {
return c.playerID
}
func (c *Connection) Start(player *types.Player, otherPlayers map[int32]*types.Player) {
go HandleServerCommunication(c.conn, c.playerID, player, otherPlayers, c.quitChan)
}
func (c *Connection) QuitChan() <-chan struct{} {
return c.quitChan
}

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View File

@ -1,16 +1,37 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
p.Lock()
defer p.Unlock()
type Player struct {
sync.RWMutex // Keep this for network operations
Model rl.Model
Texture rl.Texture2D
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
Speed float32
ActionQueue []*pb.Action
ID int32
QuitDone chan struct{}
CurrentTick int64
UserData interface{}
FloatingMessage *FloatingMessage
IsMoving bool
AnimationFrame int32
LastAnimUpdate time.Time
LastUpdateTime time.Time
InterpolationProgress float32
PlaceholderColor rl.Color
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
// No need for lock here as this is called from a single thread (game loop)
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
@ -19,6 +40,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
direction := rl.Vector3Subtract(targetPos, p.PosActual)
distance := rl.Vector3Length(direction)
if distance > 1.0 {
wasMoving := p.IsMoving
p.IsMoving = true
if !wasMoving {
p.AnimationFrame = 0
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogDebug, "Walk frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
} else {
wasMoving := p.IsMoving
p.IsMoving = false
if wasMoving {
p.AnimationFrame = 0
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
}
if distance > 0 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
}
@ -41,9 +89,14 @@ func NewPlayer(state *pb.PlayerState) *Player {
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
IsMoving: false,
AnimationFrame: 0,
LastAnimUpdate: time.Now(),
LastUpdateTime: time.Now(),
InterpolationProgress: 1.0,
}
}
@ -61,6 +114,7 @@ func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
}
func (p *Player) ForceResync(state *pb.PlayerState) {
// Keep this lock since it's called from the network goroutine
p.Lock()
defer p.Unlock()

View File

@ -1,7 +1,6 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
@ -14,27 +13,22 @@ type Tile struct {
Walkable bool
}
type Player struct {
sync.Mutex
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
ActionQueue []*pb.Action
Speed float32
Model rl.Model
Texture rl.Texture2D
ID int32
CurrentTick int64
LastUpdateTime time.Time
InterpolationProgress float32
UserData interface{}
FloatingMessage *FloatingMessage
QuitDone chan struct{}
type AnimationSet struct {
Idle []rl.ModelAnimation
Walk []rl.ModelAnimation
// Can add more animation types later like:
// Attack []ModelAnimation
// Jump []ModelAnimation
}
type ModelAsset struct {
Model rl.Model
Texture rl.Texture2D
Model rl.Model
Texture rl.Texture2D
Animation []rl.ModelAnimation // Keep this for compatibility
AnimFrames int32 // Keep this for compatibility
Animations AnimationSet // New field for organized animations
YOffset float32 // Additional height offset (added to default 8.0)
PlaceholderColor rl.Color
}
type ChatMessage struct {