package main import ( "fmt" "log" "net" "sync" "time" pb "gitea.boner.be/bdnugget/goonserver/actions" "google.golang.org/protobuf/proto" ) const ( port = ":6969" // Port to listen on tickRate = 600 * time.Millisecond ) type Player struct { sync.Mutex ID int X, Y int // Position on the game grid } var ( players = make(map[int]*Player) actionQueue = make(map[int][]*pb.Action) // Queue to store actions for each player playerConns = make(map[int]net.Conn) // Map to store player connections ) func main() { ln, err := net.Listen("tcp", port) if err != nil { log.Fatalf("Failed to listen on port %s: %v", port, err) } defer ln.Close() fmt.Printf("Server is listening on port %s\n", port) go func() { for { conn, err := ln.Accept() if err != nil { log.Printf("Failed to accept connection: %v", err) continue } go handleConnection(conn) } }() lastTick := time.Now() for { if time.Since(lastTick) >= tickRate { lastTick = time.Now() processActions() } } } func handleConnection(conn net.Conn) { defer conn.Close() // Assign a new player ID and add the player to the game state playerID := len(players) + 1 newPlayer := &Player{ID: playerID, X: 5, Y: 5} players[playerID] = newPlayer playerConns[playerID] = conn fmt.Printf("Player %d connected\n", playerID) // Send player ID to the client serverMsg := &pb.ServerMessage{ PlayerId: int32(playerID), CurrentTick: 0, } data, err := proto.Marshal(serverMsg) if err != nil { log.Printf("Failed to marshal ServerMessage for player %d: %v", playerID, err) return } if _, err := conn.Write(data); err != nil { log.Printf("Failed to send player ID to player %d: %v", playerID, err) return } // Listen for incoming actions from this player buf := make([]byte, 4096) for { n, err := conn.Read(buf) if err != nil { log.Printf("Error reading from player %d: %v", playerID, err) delete(players, playerID) delete(playerConns, playerID) return } batch := &pb.ActionBatch{} if err := proto.Unmarshal(buf[:n], batch); err != nil { log.Printf("Failed to unmarshal action batch for player %d: %v", playerID, err) continue } // Queue the actions for processing if batch.PlayerId == int32(playerID) { actionQueue[playerID] = append(actionQueue[playerID], batch.Actions...) } } } func processActions() { // Update players based on queued actions for playerID, actions := range actionQueue { player := players[playerID] player.Lock() for _, action := range actions { if action.Type == pb.Action_MOVE { player.X = int(action.X) player.Y = int(action.Y) fmt.Printf("Player %d moved to (%d, %d)\n", playerID, player.X, player.Y) } } player.Unlock() actionQueue[playerID] = nil // Clear the action queue after processing } // Prepare and broadcast the current game state currentTick := time.Now().UnixNano() / int64(tickRate) state := &pb.ServerMessage{ CurrentTick: currentTick, } for id, p := range players { p.Lock() state.Players = append(state.Players, &pb.PlayerState{ PlayerId: int32(id), X: int32(p.X), Y: int32(p.Y), }) p.Unlock() } data, err := proto.Marshal(state) if err != nil { log.Printf("Failed to marshal game state: %v", err) return } // Send to each connected player for _, conn := range playerConns { if _, err := conn.Write(data); err != nil { log.Printf("Failed to send update: %v", err) } } }