refactor/less-complexity #5
296
assets/assets.go
296
assets/assets.go
@ -1,14 +1,88 @@
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package assets
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import (
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"fmt"
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"os"
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"gitea.boner.be/bdnugget/goonscape/types"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// ModelLoader handles loading and fallback for 3D models
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type ModelLoader struct {
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safeMode bool
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}
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// NewModelLoader creates a new model loader instance
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func NewModelLoader() *ModelLoader {
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return &ModelLoader{
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safeMode: os.Getenv("GOONSCAPE_SAFE_MODE") == "1",
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}
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}
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// IsSafeMode returns if we should avoid loading external models
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func (ml *ModelLoader) IsSafeMode() bool {
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return ml.safeMode || os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
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}
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// LoadModel attempts to load a model, returning a placeholder if it fails
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func (ml *ModelLoader) LoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
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// Don't even try to load external models in safe mode
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if ml.IsSafeMode() {
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rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
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return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
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}
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defer func() {
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// Recover from any panics during model loading
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic in LoadModel: %v", r)
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}
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}()
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// Try to load the model
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model := rl.LoadModel(fileName)
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// Check if the model is valid
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if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
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rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
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return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
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}
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// For real models, return zero color since we don't need it
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return model, true, rl.Color{}
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}
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// createPrimitiveShape creates a simple shape without loading external models
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func (ml *ModelLoader) createPrimitiveShape(shapeType int) rl.Model {
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var mesh rl.Mesh
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switch shapeType {
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case 0: // Cube
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mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
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case 1: // Sphere
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mesh = rl.GenMeshSphere(1.0, 8, 8)
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case 2: // Cylinder
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mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
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case 3: // Cone
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mesh = rl.GenMeshCone(1.0, 2.0, 8)
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default: // Default to cube
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mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
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}
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model := rl.LoadModelFromMesh(mesh)
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return model
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}
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// 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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// Only try to load animations if environment variable isn't set
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if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
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return animSet, nil
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}
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// Load idle animations if specified
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if idlePath, ok := animPaths["idle"]; ok {
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idleAnims := rl.LoadModelAnimations(idlePath)
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@ -32,56 +106,190 @@ func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error
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return animSet, nil
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}
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// ValidateModel checks if a model is valid and properly loaded
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func ValidateModel(model rl.Model) error {
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if model.Meshes == nil {
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return fmt.Errorf("model has nil meshes")
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}
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if model.Meshes.VertexCount <= 0 {
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return fmt.Errorf("model has invalid vertex count")
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}
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return nil
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}
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// CompletelyAvoidExternalModels determines if we should avoid loading external models
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func CompletelyAvoidExternalModels() bool {
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return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
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}
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// SafeLoadModel attempts to load a model, returning a placeholder if it fails
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func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
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loader := NewModelLoader()
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return loader.LoadModel(fileName, fallbackShape, fallbackColor)
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}
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func LoadModels() ([]types.ModelAsset, error) {
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// Goonion model and animations
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goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
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goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"})
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// Force safe mode for now until we fix the segfault
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os.Setenv("GOONSCAPE_SAFE_MODE", "1")
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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models := make([]types.ModelAsset, 0, 3)
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modelLoader := NewModelLoader()
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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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// Colors for the different models
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goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
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coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
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shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
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// 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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// If in safe mode, create all models directly without loading
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if modelLoader.IsSafeMode() {
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// Gooner model (cube)
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cube := modelLoader.createPrimitiveShape(0)
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models = append(models, types.ModelAsset{
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Model: cube,
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YOffset: 0.0,
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PlaceholderColor: goonerColor,
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})
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return []types.ModelAsset{
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{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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},
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{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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},
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{Model: shrekeModel, Texture: shrekeTexture},
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}, nil
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// Coomer model (sphere)
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sphere := modelLoader.createPrimitiveShape(1)
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models = append(models, types.ModelAsset{
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Model: sphere,
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YOffset: -4.0,
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PlaceholderColor: coomerColor,
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})
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// Shreke model (cylinder)
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cylinder := modelLoader.createPrimitiveShape(2)
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models = append(models, types.ModelAsset{
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Model: cylinder,
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YOffset: 0.0,
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PlaceholderColor: shrekeColor,
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})
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return models, nil
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}
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// The rest of the function with normal model loading
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// Load Goonion model with error handling
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var goonerModel rl.Model
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var success bool
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var modelColor rl.Color
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goonerModel, success, modelColor = modelLoader.LoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
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// Create animations only if model was loaded successfully
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var goonerAnims types.AnimationSet
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if success {
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goonerAnims, _ = loadModelAnimations(map[string]string{
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"idle": "resources/models/gooner/idle_no_y_transform.glb",
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"walk": "resources/models/gooner/walk_no_y_transform.glb",
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})
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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}
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// Always add a model (real or placeholder)
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models = append(models, types.ModelAsset{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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PlaceholderColor: modelColor,
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})
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// Coomer model with safe loading - using a sphere shape
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var coomerModel rl.Model
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coomerModel, success, modelColor = modelLoader.LoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
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if success {
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// Only load animations if the model loaded successfully
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coomerAnims, _ := loadModelAnimations(map[string]string{
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"idle": "resources/models/coomer/idle_notransy.glb",
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"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
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})
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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coomerModel.Transform = transform
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models = append(models, types.ModelAsset{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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PlaceholderColor: rl.Color{}, // Not a placeholder
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})
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} else {
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// Add a placeholder with different shape/color
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models = append(models, types.ModelAsset{
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Model: coomerModel,
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YOffset: -4.0,
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PlaceholderColor: modelColor,
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})
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}
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// Shreke model with safe loading - using a cylinder shape
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var shrekeModel rl.Model
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shrekeModel, success, modelColor = modelLoader.LoadModel("resources/models/shreke.obj", 2, shrekeColor)
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if success {
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// Only proceed with texture if model loaded
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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if shrekeTexture.ID <= 0 {
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rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
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} else {
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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models = append(models, types.ModelAsset{
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Model: shrekeModel,
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Texture: shrekeTexture,
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YOffset: 0.0,
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PlaceholderColor: rl.Color{}, // Not a placeholder
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})
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}
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} else {
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// Add another placeholder with different shape/color
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models = append(models, types.ModelAsset{
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Model: shrekeModel,
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YOffset: 0.0,
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PlaceholderColor: modelColor,
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})
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}
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if len(models) == 0 {
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return nil, fmt.Errorf("failed to load any models")
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}
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return models, nil
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}
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func LoadMusic(filename string) (rl.Music, error) {
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return rl.LoadMusicStream(filename), nil
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defer func() {
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// Recover from any panics during music loading
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
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}
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}()
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// Skip loading music if environment variable is set
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if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
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rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
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return rl.Music{}, fmt.Errorf("audio disabled")
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}
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music := rl.LoadMusicStream(filename)
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if music.Stream.Buffer == nil {
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return music, fmt.Errorf("failed to load music: %s", filename)
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}
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return music, nil
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}
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|
35
constants.go
35
constants.go
@ -2,20 +2,33 @@ package main
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import "time"
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// Game world constants
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const (
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// Server-related constants
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ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
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ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
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MaxTickDesync = 5 // Max ticks behind before forcing resync
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DefaultPort = "6969" // Default server port
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// Map constants
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MapWidth = 50
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MapHeight = 50
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TileSize = 32
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TileHeight = 2.0
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TickRate = 600 * time.Millisecond // Server tick rate (600ms)
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serverAddr = "localhost:6969"
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// RuneScape-style tick rate (600ms)
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ServerTickRate = 600 * time.Millisecond
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// Client might run at a higher tick rate for smooth rendering
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ClientTickRate = 50 * time.Millisecond
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// Maximum number of ticks we can get behind before forcing a resync
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MaxTickDesync = 5
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)
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// UI constants
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const (
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ChatMargin = 10
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ChatHeight = 200
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MessageHeight = 20
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InputHeight = 30
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MaxMessages = 50
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)
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// Environment variable names
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const (
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EnvSafeMode = "GOONSCAPE_SAFE_MODE"
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EnvDisableAnimations = "GOONSCAPE_DISABLE_ANIMATIONS"
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EnvDisableAudio = "GOONSCAPE_DISABLE_AUDIO"
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)
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|
86
game/chat.go
86
game/chat.go
@ -2,6 +2,7 @@ package game
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import (
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"fmt"
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"log"
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"sync"
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"time"
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@ -10,13 +11,9 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// Local UI constants (these could be moved to a centralized constants package later)
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const (
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maxMessages = 50
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chatMargin = 10 // Margin from screen edges
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chatHeight = 200
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messageHeight = 20
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inputHeight = 30
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runeLimit = 256
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runeLimit = 256
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)
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type Chat struct {
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@ -31,7 +28,7 @@ type Chat struct {
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func NewChat() *Chat {
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return &Chat{
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messages: make([]types.ChatMessage, 0, maxMessages),
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messages: make([]types.ChatMessage, 0, types.MaxChatMessages),
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inputBuffer: make([]rune, 0, runeLimit),
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}
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}
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@ -43,7 +40,7 @@ func (c *Chat) AddMessage(playerID int32, content string) {
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Time: time.Now(),
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}
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if len(c.messages) >= maxMessages {
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if len(c.messages) >= types.MaxChatMessages {
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c.messages = c.messages[1:]
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}
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c.messages = append(c.messages, msg)
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@ -54,8 +51,20 @@ 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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|
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if len(messages) == 0 {
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return
|
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}
|
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|
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log.Printf("Processing %d chat messages", len(messages))
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|
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// Convert protobuf messages to our local type
|
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for _, msg := range messages {
|
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// Skip invalid messages
|
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if msg == nil {
|
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log.Printf("Warning: Received nil chat message")
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continue
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}
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|
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localMsg := types.ChatMessage{
|
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PlayerID: msg.PlayerId,
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Username: msg.Username,
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@ -65,33 +74,54 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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|
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// Only add if it's not already in our history
|
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if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
|
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if len(c.messages) >= maxMessages {
|
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if len(c.messages) >= types.MaxChatMessages {
|
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c.messages = c.messages[1:]
|
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}
|
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c.messages = append(c.messages, localMsg)
|
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log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
|
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|
||||
// Scroll to latest message if it's not already visible
|
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visibleMessages := int((chatHeight - inputHeight) / messageHeight)
|
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visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
|
||||
if len(c.messages) > visibleMessages {
|
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c.scrollOffset = len(c.messages) - visibleMessages
|
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}
|
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|
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// Add floating message to the player
|
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if game, ok := c.userData.(*Game); ok {
|
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if msg.PlayerId == game.Player.ID {
|
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game.Player.Lock()
|
||||
game.Player.FloatingMessage = &types.FloatingMessage{
|
||||
if game, ok := c.userData.(*Game); ok && game != nil {
|
||||
// Make sure each game component exists before using it
|
||||
if game.PlayerManager == nil {
|
||||
log.Printf("Warning: PlayerManager is nil when processing chat message")
|
||||
continue
|
||||
}
|
||||
|
||||
if msg.PlayerId == game.PlayerManager.LocalPlayer.ID {
|
||||
// Check if local player exists
|
||||
if game.PlayerManager.LocalPlayer == nil {
|
||||
log.Printf("Warning: Local player is nil when trying to add floating message")
|
||||
continue
|
||||
}
|
||||
|
||||
game.PlayerManager.LocalPlayer.Lock()
|
||||
game.PlayerManager.LocalPlayer.FloatingMessage = &types.FloatingMessage{
|
||||
Content: msg.Content,
|
||||
ExpireTime: time.Now().Add(6 * time.Second),
|
||||
}
|
||||
game.Player.Unlock()
|
||||
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists {
|
||||
otherPlayer.Lock()
|
||||
otherPlayer.FloatingMessage = &types.FloatingMessage{
|
||||
game.PlayerManager.LocalPlayer.Unlock()
|
||||
} else {
|
||||
// The other player might not be in our list yet, handle safely
|
||||
player := game.PlayerManager.GetPlayer(msg.PlayerId)
|
||||
if player == nil {
|
||||
log.Printf("Could not find other player %d to add floating message (player not in game yet)", msg.PlayerId)
|
||||
continue
|
||||
}
|
||||
|
||||
player.Lock()
|
||||
player.FloatingMessage = &types.FloatingMessage{
|
||||
Content: msg.Content,
|
||||
ExpireTime: time.Now().Add(6 * time.Second),
|
||||
}
|
||||
otherPlayer.Unlock()
|
||||
player.Unlock()
|
||||
log.Printf("Added floating message to other player %d", msg.PlayerId)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -103,16 +133,16 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
|
||||
defer c.mutex.RUnlock()
|
||||
|
||||
// Calculate chat window width based on screen width
|
||||
chatWindowWidth := screenWidth - (chatMargin * 2)
|
||||
chatWindowWidth := screenWidth - (types.ChatMargin * 2)
|
||||
|
||||
// Draw chat window background
|
||||
chatX := float32(chatMargin)
|
||||
chatY := float32(screenHeight - chatHeight - chatMargin)
|
||||
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
|
||||
chatX := float32(types.ChatMargin)
|
||||
chatY := float32(screenHeight - types.ChatHeight - types.ChatMargin)
|
||||
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, types.ChatHeight, rl.ColorAlpha(rl.Black, 0.5))
|
||||
|
||||
// Draw messages from oldest to newest
|
||||
messageY := chatY + 5
|
||||
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
|
||||
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
|
||||
|
||||
// Auto-scroll to bottom if no manual scrolling has occurred
|
||||
if c.scrollOffset == 0 {
|
||||
@ -134,12 +164,12 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
|
||||
}
|
||||
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
|
||||
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
|
||||
messageY += messageHeight
|
||||
messageY += types.MessageHeight
|
||||
}
|
||||
|
||||
// Draw input field
|
||||
inputY := chatY + float32(chatHeight-inputHeight)
|
||||
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
|
||||
inputY := chatY + float32(types.ChatHeight-types.InputHeight)
|
||||
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, types.InputHeight, rl.ColorAlpha(rl.White, 0.3))
|
||||
if c.isTyping {
|
||||
inputText := string(c.inputBuffer)
|
||||
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
|
||||
@ -157,7 +187,7 @@ func (c *Chat) Update() (string, bool) {
|
||||
if !c.isTyping {
|
||||
wheelMove := rl.GetMouseWheelMove()
|
||||
if wheelMove != 0 {
|
||||
maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
|
||||
maxScroll := max(0, len(c.messages)-int((types.ChatHeight-types.InputHeight)/types.MessageHeight))
|
||||
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
|
||||
}
|
||||
|
||||
|
107
game/components.go
Normal file
107
game/components.go
Normal file
@ -0,0 +1,107 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"sync"
|
||||
|
||||
"gitea.boner.be/bdnugget/goonscape/types"
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
// PlayerManager handles all player-related operations
|
||||
type PlayerManager struct {
|
||||
LocalPlayer *types.Player
|
||||
OtherPlayers map[int32]*types.Player
|
||||
mutex sync.RWMutex
|
||||
}
|
||||
|
||||
// NewPlayerManager creates a new player manager
|
||||
func NewPlayerManager() *PlayerManager {
|
||||
return &PlayerManager{
|
||||
OtherPlayers: make(map[int32]*types.Player),
|
||||
}
|
||||
}
|
||||
|
||||
// GetPlayer returns the player with the given ID, or the local player if ID matches
|
||||
func (pm *PlayerManager) GetPlayer(id int32) *types.Player {
|
||||
pm.mutex.RLock()
|
||||
defer pm.mutex.RUnlock()
|
||||
|
||||
if pm.LocalPlayer != nil && pm.LocalPlayer.ID == id {
|
||||
return pm.LocalPlayer
|
||||
}
|
||||
|
||||
return pm.OtherPlayers[id]
|
||||
}
|
||||
|
||||
// AddPlayer adds a player to the manager
|
||||
func (pm *PlayerManager) AddPlayer(player *types.Player) {
|
||||
pm.mutex.Lock()
|
||||
defer pm.mutex.Unlock()
|
||||
|
||||
pm.OtherPlayers[player.ID] = player
|
||||
}
|
||||
|
||||
// RemovePlayer removes a player from the manager
|
||||
func (pm *PlayerManager) RemovePlayer(id int32) {
|
||||
pm.mutex.Lock()
|
||||
defer pm.mutex.Unlock()
|
||||
|
||||
delete(pm.OtherPlayers, id)
|
||||
}
|
||||
|
||||
// AssetManager handles all game assets
|
||||
type AssetManager struct {
|
||||
Models []types.ModelAsset
|
||||
Music rl.Music
|
||||
}
|
||||
|
||||
// NewAssetManager creates a new asset manager
|
||||
func NewAssetManager() *AssetManager {
|
||||
return &AssetManager{}
|
||||
}
|
||||
|
||||
// GetModelForPlayer returns the appropriate model for a player
|
||||
func (am *AssetManager) GetModelForPlayer(playerID int32) (types.ModelAsset, bool) {
|
||||
if len(am.Models) == 0 {
|
||||
return types.ModelAsset{}, false
|
||||
}
|
||||
|
||||
// Simple model assignment based on player ID
|
||||
modelIndex := int(playerID) % len(am.Models)
|
||||
return am.Models[modelIndex], true
|
||||
}
|
||||
|
||||
// UIManager manages all user interface components
|
||||
type UIManager struct {
|
||||
Chat *Chat
|
||||
LoginScreen *LoginScreen
|
||||
IsLoggedIn bool
|
||||
MenuOpen bool
|
||||
}
|
||||
|
||||
// NewUIManager creates a new UI manager
|
||||
func NewUIManager() *UIManager {
|
||||
return &UIManager{
|
||||
Chat: NewChat(),
|
||||
LoginScreen: NewLoginScreen(),
|
||||
}
|
||||
}
|
||||
|
||||
// HandleChatInput processes chat input and returns messages to send
|
||||
func (ui *UIManager) HandleChatInput() (string, bool) {
|
||||
return ui.Chat.Update()
|
||||
}
|
||||
|
||||
// DrawUI renders all UI components
|
||||
func (ui *UIManager) DrawUI(screenWidth, screenHeight int32) {
|
||||
if !ui.IsLoggedIn {
|
||||
ui.LoginScreen.Draw()
|
||||
} else {
|
||||
if ui.MenuOpen {
|
||||
// Draw menu
|
||||
}
|
||||
|
||||
// Draw chat always when logged in
|
||||
ui.Chat.Draw(screenWidth, screenHeight)
|
||||
}
|
||||
}
|
373
game/game.go
373
game/game.go
@ -1,7 +1,7 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
@ -13,129 +13,213 @@ import (
|
||||
)
|
||||
|
||||
type Game struct {
|
||||
Player *types.Player
|
||||
OtherPlayers map[int32]*types.Player
|
||||
// Component-based architecture
|
||||
PlayerManager *PlayerManager
|
||||
AssetManager *AssetManager
|
||||
UIManager *UIManager
|
||||
|
||||
// Core game state
|
||||
Camera rl.Camera3D
|
||||
Models []types.ModelAsset
|
||||
Music rl.Music
|
||||
Chat *Chat
|
||||
MenuOpen bool
|
||||
quitChan chan struct{}
|
||||
loginScreen *LoginScreen
|
||||
isLoggedIn bool
|
||||
cleanupOnce sync.Once
|
||||
frameCounter int // For periodic logging
|
||||
|
||||
// Legacy fields for backward compatibility
|
||||
Player *types.Player // Use PlayerManager.LocalPlayer instead
|
||||
OtherPlayers map[int32]*types.Player // Use PlayerManager.OtherPlayers instead
|
||||
Models []types.ModelAsset // Use AssetManager.Models instead
|
||||
Music rl.Music // Use AssetManager.Music instead
|
||||
Chat *Chat // Use UIManager.Chat instead
|
||||
MenuOpen bool // Use UIManager.MenuOpen instead
|
||||
loginScreen *LoginScreen // Use UIManager.LoginScreen instead
|
||||
isLoggedIn bool // Use UIManager.IsLoggedIn instead
|
||||
}
|
||||
|
||||
func New() *Game {
|
||||
InitWorld()
|
||||
game := &Game{
|
||||
OtherPlayers: make(map[int32]*types.Player),
|
||||
// Create managers
|
||||
playerManager := NewPlayerManager()
|
||||
assetManager := NewAssetManager()
|
||||
uiManager := NewUIManager()
|
||||
|
||||
g := &Game{
|
||||
PlayerManager: playerManager,
|
||||
AssetManager: assetManager,
|
||||
UIManager: uiManager,
|
||||
Camera: rl.Camera3D{
|
||||
Position: rl.NewVector3(0, 10, 10),
|
||||
Target: rl.NewVector3(0, 0, 0),
|
||||
Up: rl.NewVector3(0, 1, 0),
|
||||
Position: rl.NewVector3(0.0, 20.0, 0.0),
|
||||
Target: rl.NewVector3(0.0, 0.0, 0.0),
|
||||
Up: rl.NewVector3(0.0, 1.0, 0.0),
|
||||
Fovy: 45.0,
|
||||
Projection: rl.CameraPerspective,
|
||||
},
|
||||
Chat: NewChat(),
|
||||
quitChan: make(chan struct{}),
|
||||
loginScreen: NewLoginScreen(),
|
||||
quitChan: make(chan struct{}),
|
||||
// Initialize empty maps to avoid nil references
|
||||
OtherPlayers: make(map[int32]*types.Player),
|
||||
}
|
||||
game.Chat.userData = game
|
||||
return game
|
||||
|
||||
// Initialize legacy fields (for backward compatibility)
|
||||
g.Player = g.PlayerManager.LocalPlayer
|
||||
g.OtherPlayers = g.PlayerManager.OtherPlayers
|
||||
g.Models = g.AssetManager.Models
|
||||
g.Music = g.AssetManager.Music
|
||||
g.Chat = g.UIManager.Chat
|
||||
g.MenuOpen = g.UIManager.MenuOpen
|
||||
g.loginScreen = g.UIManager.LoginScreen
|
||||
g.isLoggedIn = g.UIManager.IsLoggedIn
|
||||
|
||||
// Set up inter-component references
|
||||
g.Chat.userData = g // Pass game instance to chat for callbacks
|
||||
|
||||
// Initialize world
|
||||
InitWorld()
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
func (g *Game) LoadAssets() error {
|
||||
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()
|
||||
return SafeExecute(func() error {
|
||||
// Load models
|
||||
var err error
|
||||
models, err := assets.LoadModels()
|
||||
if err != nil {
|
||||
log.Printf("Warning: Failed to load models: %v", err)
|
||||
}
|
||||
}()
|
||||
g.AssetManager.Models = models
|
||||
|
||||
// Load models with better error handling
|
||||
g.Models, loadErr = assets.LoadModels()
|
||||
if loadErr != nil {
|
||||
return fmt.Errorf("failed to load models: %v", loadErr)
|
||||
}
|
||||
// Update legacy field
|
||||
g.Models = models
|
||||
|
||||
// Verify model loading
|
||||
for i, model := range g.Models {
|
||||
if model.Model.Meshes == nil {
|
||||
return fmt.Errorf("model %d failed to load properly", i)
|
||||
// Try to load music
|
||||
music, err := assets.LoadMusic("resources/audio/music.mp3")
|
||||
if err != nil {
|
||||
log.Printf("Warning: Failed to load music: %v", err)
|
||||
} else {
|
||||
g.AssetManager.Music = music
|
||||
// Update legacy field
|
||||
g.Music = music
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
return nil
|
||||
})
|
||||
}
|
||||
|
||||
func (g *Game) Update(deltaTime float32) {
|
||||
if !g.isLoggedIn {
|
||||
username, password, isRegistering, submitted := g.loginScreen.Update()
|
||||
if submitted {
|
||||
// Legacy code to maintain compatibility
|
||||
if !g.UIManager.IsLoggedIn {
|
||||
// Handle login
|
||||
username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
|
||||
// Update legacy fields
|
||||
g.isLoggedIn = g.UIManager.IsLoggedIn
|
||||
|
||||
if doAuth {
|
||||
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
|
||||
if err != nil {
|
||||
g.loginScreen.SetError(err.Error())
|
||||
g.UIManager.LoginScreen.SetError(err.Error())
|
||||
return
|
||||
}
|
||||
|
||||
g.Player = &types.Player{
|
||||
Speed: 50.0,
|
||||
TargetPath: []types.Tile{},
|
||||
UserData: g,
|
||||
QuitDone: make(chan struct{}),
|
||||
ID: playerID,
|
||||
g.PlayerManager.LocalPlayer = &types.Player{
|
||||
Speed: 50.0,
|
||||
TargetPath: []types.Tile{},
|
||||
ActionQueue: []*pb.Action{},
|
||||
QuitDone: make(chan struct{}),
|
||||
ID: playerID,
|
||||
}
|
||||
g.AssignModelToPlayer(g.Player)
|
||||
g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
|
||||
|
||||
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
|
||||
g.isLoggedIn = true
|
||||
// Update the legacy Player field
|
||||
g.Player = g.PlayerManager.LocalPlayer
|
||||
|
||||
// Set user data to allow chat message handling
|
||||
g.PlayerManager.LocalPlayer.UserData = g
|
||||
|
||||
go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
|
||||
g.UIManager.IsLoggedIn = true
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// Skip update logic if player is not initialized yet
|
||||
if g.PlayerManager.LocalPlayer == nil {
|
||||
log.Printf("Warning: LocalPlayer is nil during update, skipping")
|
||||
return
|
||||
}
|
||||
|
||||
// Handle ESC for menu
|
||||
if rl.IsKeyPressed(rl.KeyEscape) {
|
||||
g.MenuOpen = !g.MenuOpen
|
||||
g.UIManager.MenuOpen = !g.UIManager.MenuOpen
|
||||
return
|
||||
}
|
||||
|
||||
// Don't process other inputs if menu is open
|
||||
if g.MenuOpen {
|
||||
if g.UIManager.MenuOpen {
|
||||
return
|
||||
}
|
||||
|
||||
if message, sent := g.Chat.Update(); sent {
|
||||
g.Player.Lock()
|
||||
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
|
||||
// Handle chat updates
|
||||
if message, sent := g.UIManager.Chat.Update(); sent {
|
||||
g.PlayerManager.LocalPlayer.Lock()
|
||||
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
|
||||
Type: pb.Action_CHAT,
|
||||
ChatMessage: message,
|
||||
PlayerId: g.Player.ID,
|
||||
PlayerId: g.PlayerManager.LocalPlayer.ID,
|
||||
})
|
||||
g.Player.Unlock()
|
||||
g.PlayerManager.LocalPlayer.Unlock()
|
||||
}
|
||||
|
||||
// Process player input
|
||||
g.HandleInput()
|
||||
|
||||
if len(g.Player.TargetPath) > 0 {
|
||||
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
|
||||
// Update local player movement
|
||||
if g.PlayerManager.LocalPlayer.TargetPath != nil && len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
|
||||
g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.TargetPath[0], deltaTime, GetMapGrid())
|
||||
}
|
||||
|
||||
for _, other := range g.OtherPlayers {
|
||||
if len(other.TargetPath) > 0 {
|
||||
other.MoveTowards(other.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.PlayerManager.OtherPlayers))
|
||||
for id, other := range g.PlayerManager.OtherPlayers {
|
||||
if other != nil {
|
||||
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)
|
||||
} else {
|
||||
rl.TraceLog(rl.LogInfo, "Other player ID: %d is nil", id)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
|
||||
// Process other players
|
||||
for _, other := range g.PlayerManager.OtherPlayers {
|
||||
if other == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
if other.TargetPath != nil && len(other.TargetPath) > 0 {
|
||||
target := other.TargetPath[0]
|
||||
other.MoveTowards(target, deltaTime, GetMapGrid())
|
||||
}
|
||||
|
||||
// Assign model if needed
|
||||
if other.Model.Meshes == nil {
|
||||
g.AssignModelToPlayer(other)
|
||||
}
|
||||
}
|
||||
|
||||
// Update camera position
|
||||
UpdateCamera(&g.Camera, g.PlayerManager.LocalPlayer.PosActual, deltaTime)
|
||||
|
||||
// Update music if available
|
||||
if g.AssetManager.Music.Stream.Buffer != nil {
|
||||
rl.UpdateMusicStream(g.AssetManager.Music)
|
||||
}
|
||||
|
||||
// Update legacy fields
|
||||
g.Player = g.PlayerManager.LocalPlayer
|
||||
g.OtherPlayers = g.PlayerManager.OtherPlayers
|
||||
g.Models = g.AssetManager.Models
|
||||
g.Music = g.AssetManager.Music
|
||||
g.MenuOpen = g.UIManager.MenuOpen
|
||||
}
|
||||
|
||||
func (g *Game) DrawMap() {
|
||||
@ -167,11 +251,21 @@ func (g *Game) DrawMap() {
|
||||
}
|
||||
|
||||
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
||||
player.Lock()
|
||||
defer player.Unlock()
|
||||
// No need for lock in rendering, we'll use a "take snapshot" approach
|
||||
// This avoids potential deadlocks and makes the rendering more consistent
|
||||
|
||||
// Check for invalid model
|
||||
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
|
||||
// Don't try to draw invalid models
|
||||
return
|
||||
}
|
||||
|
||||
grid := GetMapGrid()
|
||||
modelIndex := int(player.ID) % len(g.Models)
|
||||
if modelIndex < 0 || modelIndex >= len(g.Models) {
|
||||
// Prevent out of bounds access
|
||||
modelIndex = 0
|
||||
}
|
||||
modelAsset := g.Models[modelIndex]
|
||||
|
||||
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
|
||||
@ -185,16 +279,25 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
||||
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
|
||||
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
|
||||
anim := modelAsset.Animations.Walk[0] // Use first walk animation
|
||||
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
|
||||
if anim.FrameCount > 0 {
|
||||
currentFrame := player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, currentFrame)
|
||||
}
|
||||
} else if len(modelAsset.Animations.Idle) > 0 {
|
||||
anim := modelAsset.Animations.Idle[0] // Use first idle animation
|
||||
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
|
||||
if anim.FrameCount > 0 {
|
||||
currentFrame := player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, currentFrame)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rl.DrawModel(model, playerPos, 16, rl.White)
|
||||
// Use placeholder color if it's set, otherwise use white
|
||||
var drawColor rl.Color = rl.White
|
||||
if player.PlaceholderColor.A > 0 {
|
||||
drawColor = player.PlaceholderColor
|
||||
}
|
||||
rl.DrawModel(model, playerPos, 16, drawColor)
|
||||
|
||||
// Draw floating messages and path indicators
|
||||
if player.FloatingMessage != nil {
|
||||
@ -228,20 +331,43 @@ 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()
|
||||
if !g.UIManager.IsLoggedIn {
|
||||
g.UIManager.LoginScreen.Draw()
|
||||
return
|
||||
}
|
||||
|
||||
rl.BeginMode3D(g.Camera)
|
||||
g.DrawMap()
|
||||
g.DrawPlayer(g.Player, g.Player.Model)
|
||||
for _, other := range g.OtherPlayers {
|
||||
|
||||
// Draw player only if valid
|
||||
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.Model.Meshes != nil {
|
||||
g.DrawPlayer(g.PlayerManager.LocalPlayer, g.PlayerManager.LocalPlayer.Model)
|
||||
}
|
||||
|
||||
// Draw other players with defensive checks
|
||||
for _, other := range g.PlayerManager.OtherPlayers {
|
||||
if other == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
// Make sure model is assigned
|
||||
if other.Model.Meshes == nil {
|
||||
g.AssignModelToPlayer(other)
|
||||
// Skip this frame if assignment failed
|
||||
if other.Model.Meshes == nil {
|
||||
continue
|
||||
}
|
||||
}
|
||||
g.DrawPlayer(other, other.Model)
|
||||
}
|
||||
@ -268,59 +394,68 @@ func (g *Game) Render() {
|
||||
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
|
||||
}
|
||||
|
||||
if g.Player.FloatingMessage != nil {
|
||||
drawFloatingMessage(g.Player.FloatingMessage)
|
||||
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.FloatingMessage != nil {
|
||||
drawFloatingMessage(g.PlayerManager.LocalPlayer.FloatingMessage)
|
||||
}
|
||||
|
||||
for _, other := range g.OtherPlayers {
|
||||
drawFloatingMessage(other.FloatingMessage)
|
||||
for _, other := range g.PlayerManager.OtherPlayers {
|
||||
if other != nil && other.FloatingMessage != nil {
|
||||
drawFloatingMessage(other.FloatingMessage)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw menu if open
|
||||
if g.MenuOpen {
|
||||
if g.UIManager.MenuOpen {
|
||||
g.DrawMenu()
|
||||
}
|
||||
|
||||
// Only draw chat if menu is not open
|
||||
if !g.MenuOpen {
|
||||
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
|
||||
if !g.UIManager.MenuOpen && g.UIManager.Chat != nil {
|
||||
g.UIManager.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
|
||||
}
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
func (g *Game) Cleanup() {
|
||||
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 {
|
||||
// Cleanup models
|
||||
for _, model := range g.AssetManager.Models {
|
||||
rl.UnloadModel(model.Model)
|
||||
if model.Texture.ID > 0 {
|
||||
rl.UnloadTexture(model.Texture)
|
||||
}
|
||||
}
|
||||
|
||||
// Unload music
|
||||
if g.AssetManager.Music.Stream.Buffer != nil {
|
||||
rl.UnloadMusicStream(g.AssetManager.Music)
|
||||
}
|
||||
|
||||
// Only close the channel if it hasn't been closed yet
|
||||
select {
|
||||
case <-g.quitChan:
|
||||
// Channel already closed, do nothing
|
||||
default:
|
||||
close(g.quitChan)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
func (g *Game) HandleInput() {
|
||||
clickedTile, clicked := g.GetTileAtMouse()
|
||||
if clicked {
|
||||
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
|
||||
path := FindPath(GetTile(g.PlayerManager.LocalPlayer.PosTile.X, g.PlayerManager.LocalPlayer.PosTile.Y), clickedTile)
|
||||
if len(path) > 1 {
|
||||
g.Player.Lock()
|
||||
g.Player.TargetPath = path[1:]
|
||||
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
|
||||
g.PlayerManager.LocalPlayer.Lock()
|
||||
g.PlayerManager.LocalPlayer.TargetPath = path[1:]
|
||||
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
|
||||
Type: pb.Action_MOVE,
|
||||
X: int32(clickedTile.X),
|
||||
Y: int32(clickedTile.Y),
|
||||
PlayerId: g.Player.ID,
|
||||
PlayerId: g.PlayerManager.LocalPlayer.ID,
|
||||
})
|
||||
g.Player.Unlock()
|
||||
g.PlayerManager.LocalPlayer.Unlock()
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -363,7 +498,7 @@ func (g *Game) DrawMenu() {
|
||||
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
|
||||
switch item {
|
||||
case "Resume":
|
||||
g.MenuOpen = false
|
||||
g.UIManager.MenuOpen = false
|
||||
case "Settings":
|
||||
// TODO: Implement settings
|
||||
case "Exit Game":
|
||||
@ -384,20 +519,36 @@ func (g *Game) DrawMenu() {
|
||||
}
|
||||
|
||||
func (g *Game) Shutdown() {
|
||||
close(g.quitChan)
|
||||
// Use the cleanup method which has channel-closing safety
|
||||
g.Cleanup()
|
||||
}
|
||||
|
||||
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
|
||||
g.Chat.HandleServerMessages(messages)
|
||||
// Check if Chat is properly initialized
|
||||
if g.UIManager != nil && g.UIManager.Chat != nil {
|
||||
g.UIManager.Chat.HandleServerMessages(messages)
|
||||
} else {
|
||||
log.Printf("Warning: Cannot handle server messages, Chat is not initialized")
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) AssignModelToPlayer(player *types.Player) {
|
||||
modelIndex := int(player.ID) % len(g.Models)
|
||||
modelAsset := g.Models[modelIndex]
|
||||
if player == nil {
|
||||
return
|
||||
}
|
||||
|
||||
modelAsset, found := g.AssetManager.GetModelForPlayer(player.ID)
|
||||
if !found {
|
||||
return
|
||||
}
|
||||
|
||||
// Just use the original model - don't try to copy it
|
||||
player.Model = modelAsset.Model
|
||||
player.Texture = modelAsset.Texture
|
||||
player.PlaceholderColor = modelAsset.PlaceholderColor
|
||||
|
||||
// Initialize animations if available
|
||||
if len(modelAsset.Animations.Idle) > 0 || len(modelAsset.Animations.Walk) > 0 {
|
||||
player.InitializeAnimations(modelAsset.Animations)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) QuitChan() <-chan struct{} {
|
||||
|
@ -1,91 +1,157 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"container/heap"
|
||||
"fmt"
|
||||
|
||||
"gitea.boner.be/bdnugget/goonscape/types"
|
||||
)
|
||||
|
||||
// Node represents a node in the A* pathfinding algorithm
|
||||
type Node struct {
|
||||
Tile types.Tile
|
||||
Parent *Node
|
||||
G, H, F float32
|
||||
G, H, F float32 // G = cost from start, H = heuristic to goal, F = G + H
|
||||
}
|
||||
|
||||
// PriorityQueue implements a min-heap for nodes ordered by F value
|
||||
type PriorityQueue []*Node
|
||||
|
||||
// Implement the heap.Interface for PriorityQueue
|
||||
func (pq PriorityQueue) Len() int { return len(pq) }
|
||||
|
||||
func (pq PriorityQueue) Less(i, j int) bool {
|
||||
return pq[i].F < pq[j].F
|
||||
}
|
||||
|
||||
func (pq PriorityQueue) Swap(i, j int) {
|
||||
pq[i], pq[j] = pq[j], pq[i]
|
||||
}
|
||||
|
||||
func (pq *PriorityQueue) Push(x interface{}) {
|
||||
item := x.(*Node)
|
||||
*pq = append(*pq, item)
|
||||
}
|
||||
|
||||
func (pq *PriorityQueue) Pop() interface{} {
|
||||
old := *pq
|
||||
n := len(old)
|
||||
item := old[n-1]
|
||||
*pq = old[0 : n-1]
|
||||
return item
|
||||
}
|
||||
|
||||
// Helper to check if tile is in priority queue
|
||||
func isInQueue(queue *PriorityQueue, tile types.Tile) (bool, *Node) {
|
||||
for _, node := range *queue {
|
||||
if node.Tile.X == tile.X && node.Tile.Y == tile.Y {
|
||||
return true, node
|
||||
}
|
||||
}
|
||||
return false, nil
|
||||
}
|
||||
|
||||
// FindPath implements A* pathfinding algorithm with a priority queue
|
||||
func FindPath(start, end types.Tile) []types.Tile {
|
||||
openList := []*Node{}
|
||||
closedList := make(map[[2]int]bool)
|
||||
// Initialize open and closed sets
|
||||
openSet := &PriorityQueue{}
|
||||
heap.Init(openSet)
|
||||
|
||||
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
|
||||
closedSet := make(map[[2]int]bool)
|
||||
|
||||
// Create start node and add to open set
|
||||
startNode := &Node{
|
||||
Tile: start,
|
||||
Parent: nil,
|
||||
G: 0,
|
||||
H: heuristic(start, end),
|
||||
}
|
||||
startNode.F = startNode.G + startNode.H
|
||||
openList = append(openList, startNode)
|
||||
heap.Push(openSet, startNode)
|
||||
|
||||
for len(openList) > 0 {
|
||||
current := openList[0]
|
||||
currentIndex := 0
|
||||
for i, node := range openList {
|
||||
if node.F < current.F {
|
||||
current = node
|
||||
currentIndex = i
|
||||
}
|
||||
}
|
||||
|
||||
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
|
||||
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
|
||||
// Main search loop
|
||||
for openSet.Len() > 0 {
|
||||
// Get node with lowest F score
|
||||
current := heap.Pop(openSet).(*Node)
|
||||
|
||||
// If we reached the goal, reconstruct and return the path
|
||||
if current.Tile.X == end.X && current.Tile.Y == end.Y {
|
||||
path := []types.Tile{}
|
||||
node := current
|
||||
for node != nil {
|
||||
path = append([]types.Tile{node.Tile}, path...)
|
||||
node = node.Parent
|
||||
}
|
||||
fmt.Printf("Path found: %v\n", path)
|
||||
return path
|
||||
return reconstructPath(current)
|
||||
}
|
||||
|
||||
neighbors := GetNeighbors(current.Tile)
|
||||
for _, neighbor := range neighbors {
|
||||
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
|
||||
// Add current to closed set
|
||||
closedSet[[2]int{current.Tile.X, current.Tile.Y}] = true
|
||||
|
||||
// Check all neighbors
|
||||
for _, neighbor := range GetNeighbors(current.Tile) {
|
||||
// Skip if in closed set or not walkable
|
||||
if !neighbor.Walkable || closedSet[[2]int{neighbor.X, neighbor.Y}] {
|
||||
continue
|
||||
}
|
||||
|
||||
// Calculate tentative G score
|
||||
tentativeG := current.G + distance(current.Tile, neighbor)
|
||||
inOpen := false
|
||||
var existingNode *Node
|
||||
for _, node := range openList {
|
||||
if node.Tile.X == neighbor.X && node.Tile.Y == neighbor.Y {
|
||||
existingNode = node
|
||||
inOpen = true
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// Check if in open set
|
||||
inOpen, existingNode := isInQueue(openSet, neighbor)
|
||||
|
||||
// If not in open set or better path found
|
||||
if !inOpen || tentativeG < existingNode.G {
|
||||
newNode := &Node{
|
||||
Tile: neighbor,
|
||||
Parent: current,
|
||||
G: tentativeG,
|
||||
H: heuristic(neighbor, end),
|
||||
// Create or update the node
|
||||
var neighborNode *Node
|
||||
if inOpen {
|
||||
neighborNode = existingNode
|
||||
} else {
|
||||
neighborNode = &Node{
|
||||
Tile: neighbor,
|
||||
Parent: current,
|
||||
}
|
||||
}
|
||||
newNode.F = newNode.G + newNode.H
|
||||
|
||||
// Update scores
|
||||
neighborNode.G = tentativeG
|
||||
neighborNode.H = heuristic(neighbor, end)
|
||||
neighborNode.F = neighborNode.G + neighborNode.H
|
||||
neighborNode.Parent = current
|
||||
|
||||
// Add to open set if not already there
|
||||
if !inOpen {
|
||||
openList = append(openList, newNode)
|
||||
heap.Push(openSet, neighborNode)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// No path found
|
||||
return nil
|
||||
}
|
||||
|
||||
// reconstructPath builds the path from goal node to start
|
||||
func reconstructPath(node *Node) []types.Tile {
|
||||
path := []types.Tile{}
|
||||
current := node
|
||||
|
||||
// Follow parent pointers back to start
|
||||
for current != nil {
|
||||
path = append([]types.Tile{current.Tile}, path...)
|
||||
current = current.Parent
|
||||
}
|
||||
|
||||
fmt.Printf("Path found: %v\n", path)
|
||||
return path
|
||||
}
|
||||
|
||||
// heuristic estimates cost from current to goal (Manhattan distance)
|
||||
func heuristic(a, b types.Tile) float32 {
|
||||
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
|
||||
}
|
||||
|
||||
// distance calculates cost between adjacent tiles
|
||||
func distance(a, b types.Tile) float32 {
|
||||
return 1.0 // uniform cost for now
|
||||
}
|
||||
|
||||
// GetNeighbors returns walkable tiles adjacent to the given tile
|
||||
func GetNeighbors(tile types.Tile) []types.Tile {
|
||||
directions := [][2]int{
|
||||
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
||||
@ -104,6 +170,7 @@ func GetNeighbors(tile types.Tile) []types.Tile {
|
||||
return neighbors
|
||||
}
|
||||
|
||||
// abs returns the absolute value of x
|
||||
func abs(x int) int {
|
||||
if x < 0 {
|
||||
return -x
|
||||
|
@ -1,9 +1,36 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"runtime/debug"
|
||||
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
// SafeExecute runs a function and recovers from panics
|
||||
func SafeExecute(action func() error) (err error) {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
stack := debug.Stack()
|
||||
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
|
||||
err = fmt.Errorf("recovered from panic: %v", r)
|
||||
}
|
||||
}()
|
||||
return action()
|
||||
}
|
||||
|
||||
// SafeExecuteVoid runs a void function and recovers from panics
|
||||
func SafeExecuteVoid(action func()) {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
stack := debug.Stack()
|
||||
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
|
||||
}
|
||||
}()
|
||||
action()
|
||||
}
|
||||
|
||||
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
|
||||
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
|
||||
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit f9ec811b10bbab54e843199eb68156e9e7c143cc
|
||||
Subproject commit 00aa3022292b8f4eec6c01522b6a91cf6769155b
|
67
main.go
67
main.go
@ -7,6 +7,7 @@ import (
|
||||
"os/signal"
|
||||
"strings"
|
||||
"syscall"
|
||||
"time"
|
||||
|
||||
"gitea.boner.be/bdnugget/goonscape/game"
|
||||
"gitea.boner.be/bdnugget/goonscape/network"
|
||||
@ -14,9 +15,12 @@ import (
|
||||
)
|
||||
|
||||
func main() {
|
||||
// Set up panic recovery at the top level
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
log.Printf("Recovered from panic in main: %v", r)
|
||||
log.Printf("Recovered from fatal panic in main: %v", r)
|
||||
// Give the user a chance to see the error
|
||||
time.Sleep(5 * time.Second)
|
||||
}
|
||||
}()
|
||||
|
||||
@ -46,26 +50,61 @@ 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)
|
||||
rl.InitAudioDevice()
|
||||
|
||||
gameInstance := game.New()
|
||||
if err := gameInstance.LoadAssets(); err != nil {
|
||||
log.Printf("Failed to load assets: %v", err)
|
||||
return
|
||||
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() {
|
||||
gameInstance.Cleanup()
|
||||
if gameInstance != nil {
|
||||
gameInstance.Cleanup()
|
||||
}
|
||||
rl.CloseWindow()
|
||||
rl.CloseAudioDevice()
|
||||
if rl.IsAudioDeviceReady() {
|
||||
rl.CloseAudioDevice()
|
||||
}
|
||||
}()
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
rl.PlayMusicStream(gameInstance.Music)
|
||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||
// Play music if available
|
||||
if gameInstance.Music.Stream.Buffer != nil {
|
||||
rl.PlayMusicStream(gameInstance.Music)
|
||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||
}
|
||||
|
||||
// Handle OS signals for clean shutdown
|
||||
sigChan := make(chan os.Signal, 1)
|
||||
@ -80,7 +119,11 @@ func main() {
|
||||
// Keep game loop in main thread for Raylib
|
||||
for !rl.WindowShouldClose() {
|
||||
deltaTime := rl.GetFrameTime()
|
||||
rl.UpdateMusicStream(gameInstance.Music)
|
||||
|
||||
// Update music if available
|
||||
if gameInstance.Music.Stream.Buffer != nil {
|
||||
rl.UpdateMusicStream(gameInstance.Music)
|
||||
}
|
||||
|
||||
func() {
|
||||
defer func() {
|
||||
|
@ -18,21 +18,226 @@ import (
|
||||
|
||||
const protoVersion = 1
|
||||
|
||||
var serverAddr = "boner.be:6969"
|
||||
var serverAddr = "boner.be:6969" // Default server address
|
||||
var lastSeenMessageTimestamp int64 = 0 // Track the last message timestamp seen by this client
|
||||
|
||||
func SetServerAddr(addr string) {
|
||||
serverAddr = addr
|
||||
log.Printf("Server address set to: %s", serverAddr)
|
||||
}
|
||||
|
||||
// MessageHandler handles reading and writing protobuf messages
|
||||
type MessageHandler struct {
|
||||
conn net.Conn
|
||||
reader *bufio.Reader
|
||||
}
|
||||
|
||||
// NewMessageHandler creates a new message handler
|
||||
func NewMessageHandler(conn net.Conn) *MessageHandler {
|
||||
return &MessageHandler{
|
||||
conn: conn,
|
||||
reader: bufio.NewReader(conn),
|
||||
}
|
||||
}
|
||||
|
||||
// ReadMessage reads a single message from the network
|
||||
func (mh *MessageHandler) ReadMessage() (*pb.ServerMessage, error) {
|
||||
// Read message length
|
||||
lengthBuf := make([]byte, 4)
|
||||
if _, err := io.ReadFull(mh.reader, lengthBuf); err != nil {
|
||||
return nil, fmt.Errorf("failed to read message length: %v", err)
|
||||
}
|
||||
|
||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
||||
|
||||
// Sanity check message size
|
||||
if messageLength > 1024*1024 { // 1MB max message size
|
||||
return nil, fmt.Errorf("message size too large: %d bytes", messageLength)
|
||||
}
|
||||
|
||||
// Read message body
|
||||
messageBuf := make([]byte, messageLength)
|
||||
if _, err := io.ReadFull(mh.reader, messageBuf); err != nil {
|
||||
return nil, fmt.Errorf("failed to read message body: %v", err)
|
||||
}
|
||||
|
||||
// Unmarshal the message
|
||||
var message pb.ServerMessage
|
||||
if err := proto.Unmarshal(messageBuf, &message); err != nil {
|
||||
return nil, fmt.Errorf("failed to unmarshal message: %v", err)
|
||||
}
|
||||
|
||||
return &message, nil
|
||||
}
|
||||
|
||||
// WriteMessage writes a protobuf message to the network
|
||||
func (mh *MessageHandler) WriteMessage(msg proto.Message) error {
|
||||
data, err := proto.Marshal(msg)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Write length prefix
|
||||
lengthBuf := make([]byte, 4)
|
||||
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
|
||||
if _, err := mh.conn.Write(lengthBuf); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Write message body
|
||||
_, err = mh.conn.Write(data)
|
||||
return err
|
||||
}
|
||||
|
||||
// UpdateGameState processes a server message and updates game state
|
||||
func UpdateGameState(serverMessage *pb.ServerMessage, player *types.Player, otherPlayers map[int32]*types.Player) {
|
||||
// Safety check for nil inputs
|
||||
if serverMessage == nil {
|
||||
log.Printf("Warning: Received nil server message")
|
||||
return
|
||||
}
|
||||
|
||||
if player == nil {
|
||||
log.Printf("Warning: Local player is nil when updating game state")
|
||||
return
|
||||
}
|
||||
|
||||
if otherPlayers == nil {
|
||||
log.Printf("Warning: otherPlayers map is nil when updating game state")
|
||||
return
|
||||
}
|
||||
|
||||
playerID := player.ID
|
||||
|
||||
player.Lock()
|
||||
player.CurrentTick = serverMessage.CurrentTick
|
||||
|
||||
tickDiff := serverMessage.CurrentTick - player.CurrentTick
|
||||
if tickDiff > types.MaxTickDesync {
|
||||
for _, state := range serverMessage.Players {
|
||||
if state != nil && state.PlayerId == playerID {
|
||||
player.ForceResync(state)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
player.Unlock()
|
||||
|
||||
// Process player states
|
||||
validPlayerIds := make(map[int32]bool)
|
||||
for _, state := range serverMessage.Players {
|
||||
// Skip invalid player states
|
||||
if state == nil {
|
||||
log.Printf("Warning: Received nil player state")
|
||||
continue
|
||||
}
|
||||
|
||||
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 {
|
||||
if otherPlayer != nil {
|
||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
||||
} else {
|
||||
// Replace nil player with a new one
|
||||
log.Printf("Replacing nil player with ID: %d", state.PlayerId)
|
||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
||||
}
|
||||
} else {
|
||||
log.Printf("Creating new player with ID: %d", state.PlayerId)
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// Handle chat messages with safety checks
|
||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && handler != nil && len(serverMessage.ChatMessages) > 0 {
|
||||
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
|
||||
|
||||
// Make sure we have valid chat messages
|
||||
validMessages := make([]*pb.ChatMessage, 0, len(serverMessage.ChatMessages))
|
||||
for _, msg := range serverMessage.ChatMessages {
|
||||
if msg != nil {
|
||||
validMessages = append(validMessages, msg)
|
||||
}
|
||||
}
|
||||
|
||||
if len(validMessages) > 0 {
|
||||
// Use a separate goroutine to handle messages to prevent blocking
|
||||
// network handling if there's an issue with chat processing
|
||||
go func(msgs []*pb.ChatMessage) {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
log.Printf("Recovered from panic in chat message handler: %v", r)
|
||||
}
|
||||
}()
|
||||
handler.HandleServerMessages(msgs)
|
||||
}(validMessages)
|
||||
|
||||
// Update the last seen message timestamp to the most recent message
|
||||
lastMsg := validMessages[len(validMessages)-1]
|
||||
lastSeenMessageTimestamp = lastMsg.Timestamp
|
||||
log.Printf("Updated last seen message timestamp to %d", lastSeenMessageTimestamp)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
|
||||
conn, err := net.Dial("tcp", serverAddr)
|
||||
if err != nil {
|
||||
log.Printf("Failed to dial server: %v", err)
|
||||
return nil, 0, err
|
||||
log.Printf("Connecting to server at %s...", serverAddr)
|
||||
|
||||
var err error
|
||||
var conn net.Conn
|
||||
|
||||
// Try connecting with a timeout
|
||||
connChan := make(chan net.Conn, 1)
|
||||
errChan := make(chan error, 1)
|
||||
|
||||
go func() {
|
||||
c, e := net.Dial("tcp", serverAddr)
|
||||
if e != nil {
|
||||
errChan <- e
|
||||
return
|
||||
}
|
||||
connChan <- c
|
||||
}()
|
||||
|
||||
// Wait for connection with timeout
|
||||
select {
|
||||
case conn = <-connChan:
|
||||
// Connection successful, continue
|
||||
case err = <-errChan:
|
||||
return nil, 0, fmt.Errorf("failed to dial server: %v", err)
|
||||
case <-time.After(5 * time.Second):
|
||||
return nil, 0, fmt.Errorf("connection timeout after 5 seconds")
|
||||
}
|
||||
|
||||
log.Println("Connected to server. Authenticating...")
|
||||
|
||||
// Create a message handler
|
||||
msgHandler := NewMessageHandler(conn)
|
||||
|
||||
// Send auth message
|
||||
authAction := &pb.Action{
|
||||
Type: pb.Action_LOGIN,
|
||||
@ -48,31 +253,23 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
|
||||
ProtocolVersion: protoVersion,
|
||||
}
|
||||
|
||||
if err := writeMessage(conn, authBatch); err != nil {
|
||||
if err := msgHandler.WriteMessage(authBatch); err != nil {
|
||||
conn.Close()
|
||||
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
|
||||
}
|
||||
|
||||
// Set a read deadline for authentication
|
||||
conn.SetReadDeadline(time.Now().Add(10 * time.Second))
|
||||
|
||||
// Read server response
|
||||
reader := bufio.NewReader(conn)
|
||||
lengthBuf := make([]byte, 4)
|
||||
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
|
||||
response, err := msgHandler.ReadMessage()
|
||||
if err != nil {
|
||||
conn.Close()
|
||||
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
|
||||
}
|
||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
||||
|
||||
messageBuf := make([]byte, messageLength)
|
||||
if _, err := io.ReadFull(reader, messageBuf); err != nil {
|
||||
conn.Close()
|
||||
return nil, 0, fmt.Errorf("failed to read auth response body: %v", err)
|
||||
}
|
||||
|
||||
var response pb.ServerMessage
|
||||
if err := proto.Unmarshal(messageBuf, &response); err != nil {
|
||||
conn.Close()
|
||||
return nil, 0, fmt.Errorf("failed to unmarshal auth response: %v", err)
|
||||
}
|
||||
// Clear read deadline after authentication
|
||||
conn.SetReadDeadline(time.Time{})
|
||||
|
||||
if response.ProtocolVersion > protoVersion {
|
||||
conn.Close()
|
||||
@ -87,35 +284,72 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
|
||||
|
||||
playerID := response.GetPlayerId()
|
||||
log.Printf("Successfully authenticated with player ID: %d", playerID)
|
||||
|
||||
// Reset the lastSeenMessageTimestamp when reconnecting
|
||||
lastSeenMessageTimestamp = 0
|
||||
|
||||
return conn, playerID, nil
|
||||
}
|
||||
|
||||
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
|
||||
reader := bufio.NewReader(conn)
|
||||
msgHandler := NewMessageHandler(conn)
|
||||
|
||||
// Create channels for coordinating goroutines
|
||||
errChan := make(chan error, 1)
|
||||
done := make(chan struct{})
|
||||
|
||||
// Create a WaitGroup to track both sender and receiver goroutines
|
||||
var wg sync.WaitGroup
|
||||
wg.Add(2) // One for sender, one for receiver
|
||||
|
||||
// Set up a deferred cleanup function
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
|
||||
}
|
||||
|
||||
// Close the done channel to signal both goroutines to exit
|
||||
close(done)
|
||||
|
||||
// Wait for both goroutines to finish
|
||||
wg.Wait()
|
||||
|
||||
// Close the connection
|
||||
conn.Close()
|
||||
|
||||
// Close the player's QuitDone channel if it exists
|
||||
if player.QuitDone != nil {
|
||||
close(player.QuitDone)
|
||||
select {
|
||||
case <-player.QuitDone: // Check if it's already closed
|
||||
// Already closed, do nothing
|
||||
default:
|
||||
close(player.QuitDone)
|
||||
}
|
||||
}
|
||||
}()
|
||||
|
||||
actionTicker := time.NewTicker(types.ClientTickRate)
|
||||
defer actionTicker.Stop()
|
||||
|
||||
// Create error channel for goroutine communication
|
||||
errChan := make(chan error, 1)
|
||||
done := make(chan struct{})
|
||||
// Add a heartbeat ticker to detect connection issues
|
||||
heartbeatTicker := time.NewTicker(5 * time.Second)
|
||||
defer heartbeatTicker.Stop()
|
||||
|
||||
lastMessageTime := time.Now()
|
||||
|
||||
// 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)
|
||||
select {
|
||||
case errChan <- fmt.Errorf("message sender panic: %v", r):
|
||||
default:
|
||||
// Channel already closed or full, just log
|
||||
log.Printf("Unable to send error: %v", r)
|
||||
}
|
||||
}
|
||||
wg.Done() // Mark this goroutine as done
|
||||
}()
|
||||
|
||||
for {
|
||||
@ -129,28 +363,55 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
||||
PlayerId: playerID,
|
||||
}},
|
||||
}
|
||||
writeMessage(conn, disconnectMsg)
|
||||
done <- struct{}{}
|
||||
|
||||
// Try to send disconnect message, ignoring errors
|
||||
_ = msgHandler.WriteMessage(disconnectMsg)
|
||||
|
||||
// No need to signal done channel here, the main goroutine handles this
|
||||
return
|
||||
case <-done:
|
||||
return
|
||||
case <-heartbeatTicker.C:
|
||||
// If no message has been sent for a while, send a heartbeat
|
||||
timeSinceLastMessage := time.Since(lastMessageTime)
|
||||
if timeSinceLastMessage > 5*time.Second {
|
||||
// Send an empty batch as a heartbeat
|
||||
emptyBatch := &pb.ActionBatch{
|
||||
PlayerId: playerID,
|
||||
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
|
||||
}
|
||||
if err := msgHandler.WriteMessage(emptyBatch); err != nil {
|
||||
log.Printf("Failed to send heartbeat: %v", err)
|
||||
select {
|
||||
case errChan <- err:
|
||||
case <-done:
|
||||
return
|
||||
}
|
||||
}
|
||||
lastMessageTime = time.Now()
|
||||
}
|
||||
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,
|
||||
PlayerId: playerID,
|
||||
Actions: actions,
|
||||
Tick: player.CurrentTick,
|
||||
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
|
||||
}
|
||||
player.ActionQueue = player.ActionQueue[:0]
|
||||
player.Unlock()
|
||||
|
||||
if err := writeMessage(conn, batch); err != nil {
|
||||
errChan <- err
|
||||
return
|
||||
if err := msgHandler.WriteMessage(batch); err != nil {
|
||||
select {
|
||||
case errChan <- err:
|
||||
case <-done:
|
||||
return
|
||||
}
|
||||
}
|
||||
lastMessageTime = time.Now()
|
||||
} else {
|
||||
player.Unlock()
|
||||
}
|
||||
@ -163,83 +424,42 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
||||
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)
|
||||
select {
|
||||
case errChan <- fmt.Errorf("message receiver panic: %v", r):
|
||||
default:
|
||||
// Channel already closed or full, just log
|
||||
log.Printf("Unable to send error: %v", r)
|
||||
}
|
||||
}
|
||||
wg.Done() // Mark this goroutine as done
|
||||
}()
|
||||
|
||||
for {
|
||||
select {
|
||||
case <-quitChan:
|
||||
return
|
||||
case <-done:
|
||||
return
|
||||
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
|
||||
}
|
||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
||||
|
||||
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
|
||||
serverMessage, err := msgHandler.ReadMessage()
|
||||
if err != nil {
|
||||
if err, ok := err.(net.Error); ok && err.Timeout() {
|
||||
log.Printf("Network timeout: %v", err)
|
||||
} else if err != io.EOF {
|
||||
log.Printf("Network read error: %v", err)
|
||||
select {
|
||||
case errChan <- err:
|
||||
case <-done:
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
player.Unlock()
|
||||
|
||||
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)
|
||||
log.Printf("Connection closed by server")
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
// Process the server message
|
||||
UpdateGameState(serverMessage, player, otherPlayers)
|
||||
}
|
||||
}
|
||||
}()
|
||||
@ -247,37 +467,20 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
||||
// 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)
|
||||
log.Printf("Received quit signal, sending disconnect message")
|
||||
// The cleanup will happen in the deferred function
|
||||
return
|
||||
case err := <-errChan:
|
||||
log.Printf("Network error: %v", err)
|
||||
// The cleanup will happen in the deferred function
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// Helper function to write length-prefixed messages
|
||||
func writeMessage(conn net.Conn, msg proto.Message) error {
|
||||
data, err := proto.Marshal(msg)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Write length prefix
|
||||
lengthBuf := make([]byte, 4)
|
||||
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
|
||||
if _, err := conn.Write(lengthBuf); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Write message body
|
||||
_, err = conn.Write(data)
|
||||
return err
|
||||
msgHandler := NewMessageHandler(conn)
|
||||
return msgHandler.WriteMessage(msg)
|
||||
}
|
||||
|
||||
type Connection struct {
|
||||
@ -303,7 +506,13 @@ func NewConnection(username, password string, isRegistering bool) (*Connection,
|
||||
|
||||
func (c *Connection) Close() {
|
||||
c.closeOnce.Do(func() {
|
||||
close(c.quitChan)
|
||||
select {
|
||||
case <-c.quitChan: // Check if it's already closed
|
||||
// Already closed, do nothing
|
||||
default:
|
||||
close(c.quitChan)
|
||||
}
|
||||
|
||||
// Wait with timeout for network cleanup
|
||||
select {
|
||||
case <-c.quitDone:
|
||||
@ -311,6 +520,8 @@ func (c *Connection) Close() {
|
||||
case <-time.After(500 * time.Millisecond):
|
||||
log.Println("Network cleanup timed out")
|
||||
}
|
||||
|
||||
// Make sure the connection is closed
|
||||
c.conn.Close()
|
||||
})
|
||||
}
|
||||
|
110
types/player.go
110
types/player.go
@ -8,8 +8,68 @@ import (
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
// AnimationController manages animation state and updates
|
||||
type AnimationController struct {
|
||||
animations AnimationSet
|
||||
currentAnimation string // "idle" or "walk"
|
||||
frame int32
|
||||
lastUpdate time.Time
|
||||
frameCount int32
|
||||
}
|
||||
|
||||
// NewAnimationController creates a new animation controller
|
||||
func NewAnimationController(animations AnimationSet) *AnimationController {
|
||||
return &AnimationController{
|
||||
animations: animations,
|
||||
currentAnimation: "idle",
|
||||
frame: 0,
|
||||
lastUpdate: time.Now(),
|
||||
}
|
||||
}
|
||||
|
||||
// Update updates the animation state based on movement
|
||||
func (ac *AnimationController) Update(deltaTime float32, isMoving bool) {
|
||||
// Set the current animation based on movement
|
||||
newAnimation := "idle"
|
||||
if isMoving {
|
||||
newAnimation = "walk"
|
||||
}
|
||||
|
||||
// Reset frame counter when animation changes
|
||||
if ac.currentAnimation != newAnimation {
|
||||
ac.frame = 0
|
||||
ac.currentAnimation = newAnimation
|
||||
}
|
||||
|
||||
// Update the frame
|
||||
ac.frame += int32(deltaTime * 60)
|
||||
|
||||
// Determine which animation set to use
|
||||
var frames []rl.ModelAnimation
|
||||
if ac.currentAnimation == "walk" && len(ac.animations.Walk) > 0 {
|
||||
frames = ac.animations.Walk
|
||||
} else if len(ac.animations.Idle) > 0 {
|
||||
frames = ac.animations.Idle
|
||||
}
|
||||
|
||||
// If we have frames, ensure we loop properly
|
||||
if len(frames) > 0 && frames[0].FrameCount > 0 {
|
||||
ac.frame = ac.frame % frames[0].FrameCount
|
||||
}
|
||||
}
|
||||
|
||||
// GetAnimFrame returns the current animation frame
|
||||
func (ac *AnimationController) GetAnimFrame() int32 {
|
||||
return ac.frame
|
||||
}
|
||||
|
||||
// GetCurrentAnimation returns the current animation type
|
||||
func (ac *AnimationController) GetCurrentAnimation() string {
|
||||
return ac.currentAnimation
|
||||
}
|
||||
|
||||
type Player struct {
|
||||
sync.RWMutex
|
||||
sync.RWMutex // Keep this for network operations
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
PosActual rl.Vector3
|
||||
@ -27,12 +87,12 @@ type Player struct {
|
||||
LastAnimUpdate time.Time
|
||||
LastUpdateTime time.Time
|
||||
InterpolationProgress float32
|
||||
PlaceholderColor rl.Color
|
||||
AnimController *AnimationController
|
||||
}
|
||||
|
||||
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
p.Lock()
|
||||
defer p.Unlock()
|
||||
|
||||
// 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,
|
||||
@ -43,29 +103,29 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
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
|
||||
// Update animation if controller exists
|
||||
if p.AnimController != nil {
|
||||
p.AnimController.Update(deltaTime, p.IsMoving)
|
||||
p.AnimationFrame = p.AnimController.GetAnimFrame()
|
||||
} else {
|
||||
// Legacy animation update for backward compatibility
|
||||
if p.IsMoving {
|
||||
if !p.IsMoving {
|
||||
p.AnimationFrame = 0
|
||||
}
|
||||
p.AnimationFrame += int32(deltaTime * 60)
|
||||
} else {
|
||||
wasMoving := p.IsMoving
|
||||
if wasMoving {
|
||||
p.AnimationFrame = 0
|
||||
}
|
||||
p.AnimationFrame += int32(deltaTime * 60)
|
||||
}
|
||||
|
||||
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 {
|
||||
@ -101,6 +161,11 @@ func NewPlayer(state *pb.PlayerState) *Player {
|
||||
}
|
||||
}
|
||||
|
||||
// InitializeAnimations sets up the animation controller for the player
|
||||
func (p *Player) InitializeAnimations(animations AnimationSet) {
|
||||
p.AnimController = NewAnimationController(animations)
|
||||
}
|
||||
|
||||
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
|
||||
p.Lock()
|
||||
defer p.Unlock()
|
||||
@ -115,6 +180,7 @@ 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()
|
||||
|
||||
|
@ -22,12 +22,13 @@ type AnimationSet struct {
|
||||
}
|
||||
|
||||
type ModelAsset struct {
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
Animation []rl.ModelAnimation // Keep this for compatibility
|
||||
AnimFrames int32 // Keep this for compatibility
|
||||
Animations AnimationSet // New field for organized animations
|
||||
YOffset float32 // Additional height offset (added to default 8.0)
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
Animation []rl.ModelAnimation // Keep this for compatibility
|
||||
AnimFrames int32 // Keep this for compatibility
|
||||
Animations AnimationSet // New field for organized animations
|
||||
YOffset float32 // Additional height offset (added to default 8.0)
|
||||
PlaceholderColor rl.Color
|
||||
}
|
||||
|
||||
type ChatMessage struct {
|
||||
@ -58,3 +59,12 @@ const (
|
||||
ClientTickRate = 50 * time.Millisecond
|
||||
MaxTickDesync = 5
|
||||
)
|
||||
|
||||
// UI constants
|
||||
const (
|
||||
ChatMargin = 10
|
||||
ChatHeight = 200
|
||||
MessageHeight = 20
|
||||
InputHeight = 30
|
||||
MaxChatMessages = 50
|
||||
)
|
||||
|
Loading…
x
Reference in New Issue
Block a user