goonscape/network.go
2025-01-13 00:31:15 +01:00

131 lines
3.4 KiB
Go

package main
import (
"log"
"net"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
"google.golang.org/protobuf/proto"
)
func ConnectToServer() (net.Conn, int32, error) {
// Attempt to connect to the server
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Waiting for player ID...")
// Buffer for incoming server message
buf := make([]byte, 1024)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Error reading player ID from server: %v", err)
return nil, 0, err
}
log.Printf("Received data: %x", buf[:n])
// Unmarshal server message to extract the player ID
var response pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &response); err != nil {
log.Printf("Failed to unmarshal server response: %v", err)
return nil, 0, err
}
playerID := response.GetPlayerId()
log.Printf("Successfully connected with player ID: %d", playerID)
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
// Ticker for sending actions aligned with server ticks
ticker := time.NewTicker(ServerTickRate)
defer ticker.Stop()
// Goroutine to handle sending player's actions to the server
go func() {
for range ticker.C {
if len(player.ActionQueue) > 0 {
// Bundle all actions that occurred during this tick
actions := make([]*pb.Action, 0, len(player.ActionQueue))
for _, actionData := range player.ActionQueue {
action := &pb.Action{
PlayerId: playerID,
Type: pb.Action_MOVE,
X: int32(actionData.X),
Y: int32(actionData.Y),
}
actions = append(actions, action)
}
// Create a batch message
batch := &pb.ActionBatch{
PlayerId: playerID,
Actions: actions,
Tick: player.CurrentTick,
}
// Serialize the batch
data, err := proto.Marshal(batch)
if err != nil {
log.Printf("Failed to marshal action batch: %v", err)
continue
}
// Send batch to server
_, err = conn.Write(data)
if err != nil {
log.Printf("Failed to send actions to server: %v", err)
return
}
// Clear the action queue after sending
player.ActionQueue = player.ActionQueue[:0]
}
}
}()
// Main loop to handle receiving updates from the server
for {
buf := make([]byte, 4096)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Failed to read from server: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
// Check for tick synchronization
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > MaxTickDesync {
log.Printf("Client too far behind (tick diff: %d), forcing resync", tickDiff)
player.ForceResync(serverMessage.Players[playerID])
}
// Update player's current tick
player.CurrentTick = serverMessage.CurrentTick
// Update other players' states
for _, state := range serverMessage.Players {
if state.PlayerId != playerID {
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
// Calculate interpolation based on server tick
otherPlayer.UpdatePosition(state, ServerTickRate)
} else {
// Initialize new player
otherPlayers[state.PlayerId] = NewPlayer(state)
}
}
}
}
}