fix tick rates and action ques and stuff
This commit is contained in:
parent
8290131998
commit
a459e8b4a5
70
main.go
70
main.go
@ -4,6 +4,7 @@ import (
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"fmt"
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"log"
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"net"
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"sync"
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"time"
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pb "gitea.boner.be/bdnugget/goonserver/actions"
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@ -17,6 +18,7 @@ const (
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)
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type Player struct {
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sync.Mutex
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ID int
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X, Y int // Position on the game grid
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}
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@ -60,13 +62,15 @@ func handleConnection(conn net.Conn) {
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// Assign a new player ID and add the player to the game state
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playerID := len(players) + 1
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players[playerID] = &Player{ID: playerID, X: 5, Y: 5} // Start at default position
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playerConns[playerID] = conn // Store the connection
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newPlayer := &Player{ID: playerID, X: 5, Y: 5}
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players[playerID] = newPlayer
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playerConns[playerID] = conn
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fmt.Printf("Player %d connected\n", playerID)
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// Send player ID to the client
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serverMsg := &pb.ServerMessage{
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PlayerId: int32(playerID),
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PlayerId: int32(playerID),
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CurrentTick: 0,
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}
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data, err := proto.Marshal(serverMsg)
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if err != nil {
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@ -85,18 +89,20 @@ func handleConnection(conn net.Conn) {
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if err != nil {
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log.Printf("Error reading from player %d: %v", playerID, err)
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delete(players, playerID)
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delete(playerConns, playerID) // Remove connection on error
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delete(playerConns, playerID)
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return
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}
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action := &pb.Action{}
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if err := proto.Unmarshal(buf[:n], action); err != nil {
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log.Printf("Failed to unmarshal action for player %d: %v", playerID, err)
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batch := &pb.ActionBatch{}
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if err := proto.Unmarshal(buf[:n], batch); err != nil {
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log.Printf("Failed to unmarshal action batch for player %d: %v", playerID, err)
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continue
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}
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// Queue the action for processing in the game loop
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actionQueue[playerID] = append(actionQueue[playerID], action)
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// Queue the actions for processing
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if batch.PlayerId == int32(playerID) {
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actionQueue[playerID] = append(actionQueue[playerID], batch.Actions...)
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}
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}
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}
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@ -104,6 +110,7 @@ func processActions() {
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// Update players based on queued actions
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for playerID, actions := range actionQueue {
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player := players[playerID]
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player.Lock()
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for _, action := range actions {
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if action.Type == pb.Action_MOVE {
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player.X = int(action.X)
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@ -111,31 +118,36 @@ func processActions() {
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fmt.Printf("Player %d moved to (%d, %d)\n", playerID, player.X, player.Y)
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}
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}
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player.Unlock()
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actionQueue[playerID] = nil // Clear the action queue after processing
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}
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// Prepare and broadcast the positions of all players
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for playerID := range players {
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state := &pb.ServerMessage{}
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for id, p := range players {
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state.Players = append(state.Players, &pb.PlayerState{
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PlayerId: int32(id),
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X: int32(p.X),
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Y: int32(p.Y),
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})
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}
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// Prepare and broadcast the current game state
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currentTick := time.Now().UnixNano() / int64(tickRate)
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state := &pb.ServerMessage{
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CurrentTick: currentTick,
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}
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data, err := proto.Marshal(state)
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if err != nil {
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log.Printf("Failed to marshal player state: %v", err)
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continue
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}
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for id, p := range players {
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p.Lock()
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state.Players = append(state.Players, &pb.PlayerState{
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PlayerId: int32(id),
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X: int32(p.X),
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Y: int32(p.Y),
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})
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p.Unlock()
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}
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// Send to each connected player
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for _, conn := range playerConns {
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if _, err := conn.Write(data); err != nil {
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log.Printf("Failed to send update to player %d: %v", playerID, err)
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}
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data, err := proto.Marshal(state)
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if err != nil {
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log.Printf("Failed to marshal game state: %v", err)
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return
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}
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// Send to each connected player
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for _, conn := range playerConns {
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if _, err := conn.Write(data); err != nil {
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log.Printf("Failed to send update: %v", err)
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}
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}
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}
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