501 lines
13 KiB
Go
501 lines
13 KiB
Go
package main
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import (
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"bufio"
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"encoding/binary"
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"fmt"
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"io"
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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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"gitea.boner.be/bdnugget/goonserver/db"
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"google.golang.org/protobuf/proto"
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)
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const (
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port = ":6969" // Port to listen on
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tickRate = 600 * time.Millisecond
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protoVersion = 1
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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
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Username string
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LastSeenMsgTimestamp int64 // Track the last message timestamp this player has seen
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}
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var (
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players = make(map[int]*Player)
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actionQueue = make(map[int][]*pb.Action) // Queue to store actions for each player
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playerConns = make(map[int]net.Conn) // Map to store player connections
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mu sync.RWMutex // Add mutex for protecting shared maps
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chatHistory = make([]*pb.ChatMessage, 0, 100)
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chatMutex sync.RWMutex
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)
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func main() {
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if err := db.InitDB("goonserver.db"); err != nil {
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log.Fatalf("Failed to initialize database: %v", err)
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}
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ln, err := net.Listen("tcp", port)
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if err != nil {
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log.Fatalf("Failed to listen on port %s: %v", port, err)
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}
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defer ln.Close()
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fmt.Printf("Server is listening on port %s\n", port)
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// Create ticker for fixed game state updates
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ticker := time.NewTicker(tickRate)
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defer ticker.Stop()
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// Start registration attempt cleanup goroutine
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go func() {
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ticker := time.NewTicker(time.Hour)
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defer ticker.Stop()
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for range ticker.C {
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db.CleanupOldAttempts()
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}
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}()
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// Handle incoming connections in a separate goroutine
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go func() {
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for {
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conn, err := ln.Accept()
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if err != nil {
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log.Printf("Failed to accept connection: %v", err)
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continue
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}
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go handleConnection(conn)
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}
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}()
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// Main game loop
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for range ticker.C {
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processActions()
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}
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}
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func handleConnection(conn net.Conn) {
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defer func() {
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conn.Close()
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log.Printf("Connection closed and cleanup complete")
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}()
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// Get client IP
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remoteAddr := conn.RemoteAddr().String()
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ip, _, err := net.SplitHostPort(remoteAddr)
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if err != nil {
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log.Printf("Failed to parse remote address: %v", err)
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return
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}
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// Read initial message for player ID
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reader := bufio.NewReader(conn)
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// Wait for authentication
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lengthBuf := make([]byte, 4)
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if _, err := io.ReadFull(reader, lengthBuf); err != nil {
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log.Printf("Failed to read auth message length: %v", err)
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return
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}
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messageLength := binary.BigEndian.Uint32(lengthBuf)
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messageBuf := make([]byte, messageLength)
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if _, err := io.ReadFull(reader, messageBuf); err != nil {
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log.Printf("Failed to read auth message: %v", err)
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return
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}
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batch := &pb.ActionBatch{}
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if err := proto.Unmarshal(messageBuf, batch); err != nil {
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log.Printf("Failed to unmarshal auth message: %v", err)
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return
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}
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if len(batch.Actions) == 0 {
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log.Printf("No auth action received")
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return
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}
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action := batch.Actions[0]
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var playerID int
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var authErr error
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if batch.ProtocolVersion == 0 {
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response := &pb.ServerMessage{
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AuthSuccess: false,
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ErrorMessage: "Client using outdated protocol (pre-versioning)",
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ProtocolVersion: protoVersion,
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}
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writeMessage(conn, response)
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return
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}
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if batch.ProtocolVersion < protoVersion {
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response := &pb.ServerMessage{
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AuthSuccess: false,
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ErrorMessage: fmt.Sprintf("Client protocol version too old (client: %d, required: %d)", batch.ProtocolVersion, protoVersion),
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ProtocolVersion: protoVersion,
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}
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writeMessage(conn, response)
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return
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}
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switch action.Type {
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case pb.Action_REGISTER:
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if err := db.CheckRegistrationLimit(ip); err != nil {
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response := &pb.ServerMessage{
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AuthSuccess: false,
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ErrorMessage: err.Error(),
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}
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writeMessage(conn, response)
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return
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}
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playerID, authErr = db.RegisterPlayer(action.Username, action.Password)
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case pb.Action_LOGIN:
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playerID, authErr = db.AuthenticatePlayer(action.Username, action.Password)
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default:
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log.Printf("Invalid initial action type: %v", action.Type)
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return
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}
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// Send auth response
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response := &pb.ServerMessage{
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PlayerId: int32(playerID),
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AuthSuccess: authErr == nil,
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}
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if authErr != nil {
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response.ErrorMessage = authErr.Error()
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if err := writeMessage(conn, response); err != nil {
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log.Printf("Failed to send auth response: %v", err)
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}
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return
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}
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// Load last known position
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x, y, err := db.LoadPlayerState(playerID)
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if err != nil {
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log.Printf("Error loading state for player %d: %v", playerID, err)
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x, y = 5, 5 // Default position
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}
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username, err := db.GetUsername(playerID)
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if err != nil {
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log.Printf("Error getting username for player %d: %v", playerID, err)
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return
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}
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log.Printf("Player %d (%s) authenticated successfully, checking for existing session", playerID, username)
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// Check for existing session and force disconnect if needed
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mu.Lock()
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existingPlayer, alreadyLoggedIn := players[playerID]
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if alreadyLoggedIn {
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log.Printf("Player %d (%s) is already logged in, forcing disconnect of old session", playerID, username)
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// An existing session is found - clean it up
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if oldConn, exists := playerConns[playerID]; exists {
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// Try to close the old connection
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oldConn.Close()
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delete(playerConns, playerID)
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}
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// Keep the player object but update its connection
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existingPlayer.X = x
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existingPlayer.Y = y
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playerConns[playerID] = conn
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mu.Unlock()
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} else {
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// Create a new player
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player := &Player{
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ID: playerID,
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X: x,
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Y: y,
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Username: username,
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LastSeenMsgTimestamp: 0, // Initialize to 0 to receive all messages initially
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}
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players[playerID] = player
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playerConns[playerID] = conn
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mu.Unlock()
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existingPlayer = player
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// Announce connection
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addSystemMessage(fmt.Sprintf("%s connected", username))
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}
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// Ensure player state is saved on any kind of disconnect
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defer func() {
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if p, exists := players[playerID]; exists {
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if err := db.SavePlayerState(playerID, p.X, p.Y); err != nil {
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log.Printf("Error saving state for player %d: %v", playerID, err)
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}
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}
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addSystemMessage(fmt.Sprintf("%s disconnected", username))
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mu.Lock()
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delete(players, playerID)
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delete(playerConns, playerID)
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delete(actionQueue, playerID)
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mu.Unlock()
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log.Printf("Player %d (%s) disconnected", playerID, username)
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}()
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// Send initial state with correct position
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response = &pb.ServerMessage{
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PlayerId: int32(playerID),
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AuthSuccess: true,
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Players: []*pb.PlayerState{{
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PlayerId: int32(playerID),
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X: int32(x),
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Y: int32(y),
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Username: username,
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}},
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ProtocolVersion: protoVersion,
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}
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// Send player ID to client
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if err := writeMessage(conn, response); err != nil {
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log.Printf("Failed to send player ID: %v", err)
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return
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}
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log.Printf("Player %d (%s) connected successfully", playerID, username)
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// Listen for incoming actions from this player
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for {
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// Read message length
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lengthBuf := make([]byte, 4)
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if _, err := io.ReadFull(reader, lengthBuf); err != nil {
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if err == io.EOF {
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log.Printf("Player %d disconnected gracefully", playerID)
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} else {
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log.Printf("Error reading message length from player %d: %v", playerID, err)
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}
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return
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}
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messageLength := binary.BigEndian.Uint32(lengthBuf)
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// Read message body
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messageBuf := make([]byte, messageLength)
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if _, err := io.ReadFull(reader, messageBuf); err != nil {
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log.Printf("Error reading message from player %d: %v", playerID, err)
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return
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}
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batch := &pb.ActionBatch{}
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if err := proto.Unmarshal(messageBuf, 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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// Update the last seen message timestamp
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if batch.LastSeenMessageTimestamp > 0 {
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existingPlayer.LastSeenMsgTimestamp = batch.LastSeenMessageTimestamp
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}
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// Queue the actions for processing
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if batch.PlayerId == int32(playerID) {
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for _, action := range batch.Actions {
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if action.Type == pb.Action_DISCONNECT {
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log.Printf("Player %d requested disconnect", playerID)
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return
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}
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}
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mu.Lock()
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actionQueue[playerID] = append(actionQueue[playerID], batch.Actions...)
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mu.Unlock()
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}
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}
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}
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func addChatMessage(playerID int32, content string) {
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player, exists := players[int(playerID)]
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if !exists {
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return
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}
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chatMutex.Lock()
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defer chatMutex.Unlock()
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msg := &pb.ChatMessage{
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PlayerId: playerID,
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Username: player.Username,
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Content: content,
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Timestamp: time.Now().UnixNano(),
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}
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if len(chatHistory) >= 100 {
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chatHistory = chatHistory[1:]
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}
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chatHistory = append(chatHistory, msg)
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}
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func addSystemMessage(content string) {
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chatMutex.Lock()
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defer chatMutex.Unlock()
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msg := &pb.ChatMessage{
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PlayerId: 0, // System messages use ID 0
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Username: "System",
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Content: content,
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Timestamp: time.Now().UnixNano(),
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}
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if len(chatHistory) >= 100 {
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chatHistory = chatHistory[1:]
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}
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chatHistory = append(chatHistory, msg)
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}
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func processActions() {
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mu.Lock()
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// Make a list of players to process first, to avoid lock contention
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activePlayers := make(map[int]*Player)
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for id, p := range players {
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activePlayers[id] = p
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}
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activeConns := make(map[int]net.Conn)
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for id, conn := range playerConns {
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activeConns[id] = conn
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}
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activeQueues := make(map[int][]*pb.Action)
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for id, actions := range actionQueue {
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if len(actions) > 0 {
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activeQueues[id] = actions
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actionQueue[id] = nil // Clear the queue early to avoid double processing
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}
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}
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mu.Unlock()
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// Process actions without holding the global lock
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for playerID, actions := range activeQueues {
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player, exists := activePlayers[playerID]
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if !exists {
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continue
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}
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player.Lock()
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for _, action := range actions {
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switch action.Type {
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case pb.Action_MOVE:
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player.X = int(action.X)
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player.Y = int(action.Y)
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fmt.Printf("Player %d moved to (%d, %d)\n", playerID, player.X, player.Y)
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case pb.Action_CHAT:
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addChatMessage(int32(playerID), action.ChatMessage)
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fmt.Printf("Player %d says: %s\n", playerID, action.ChatMessage)
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}
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}
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player.Unlock()
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}
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// Prepare current game state
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currentTick := time.Now().UnixNano() / int64(tickRate)
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// Get recent messages for new connections
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chatMutex.RLock()
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recentMessages := chatHistory[max(0, len(chatHistory)-5):] // Get last 5 for new connections
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chatMutex.RUnlock()
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// To avoid holding locks too long, prepare player states first
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playerStates := make([]*pb.PlayerState, 0, len(activePlayers))
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for id, p := range activePlayers {
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p.Lock()
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playerStates = append(playerStates, &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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Username: p.Username,
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})
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p.Unlock()
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}
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// Now send updates to each player
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for playerID, conn := range activeConns {
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player, exists := activePlayers[playerID]
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if !exists {
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continue
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}
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state := &pb.ServerMessage{
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CurrentTick: currentTick,
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Players: playerStates,
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}
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// Add chat messages - only send those the player hasn't seen
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player.Lock()
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lastSeen := player.LastSeenMsgTimestamp
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player.Unlock()
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chatMutex.RLock()
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var newMessages []*pb.ChatMessage
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// For new connections, send the 5 most recent messages
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if lastSeen == 0 && len(recentMessages) > 0 {
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newMessages = recentMessages
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if len(newMessages) > 0 {
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// Update the player's timestamp to the latest message
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player.Lock()
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player.LastSeenMsgTimestamp = newMessages[len(newMessages)-1].Timestamp
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player.Unlock()
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}
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} else {
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// For existing connections, only send new messages
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for _, msg := range chatHistory {
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if msg.Timestamp > lastSeen {
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newMessages = append(newMessages, msg)
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}
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}
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// Update the player's timestamp if we sent them new messages
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if len(newMessages) > 0 {
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player.Lock()
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player.LastSeenMsgTimestamp = newMessages[len(newMessages)-1].Timestamp
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player.Unlock()
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}
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}
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state.ChatMessages = newMessages
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chatMutex.RUnlock()
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// Log the number of messages we're sending
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if len(newMessages) > 0 {
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log.Printf("Sending %d new messages to player %d", len(newMessages), playerID)
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}
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// Send the state to the player - do this without holding any locks
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if err := writeMessage(conn, state); err != nil {
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log.Printf("Failed to send update to player %d: %v", playerID, err)
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// Handle connection errors by removing the player
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mu.Lock()
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delete(players, playerID)
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delete(playerConns, playerID)
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delete(actionQueue, playerID)
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mu.Unlock()
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}
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}
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}
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// Helper function to write length-prefixed messages
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func writeMessage(conn net.Conn, msg proto.Message) error {
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data, err := proto.Marshal(msg)
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if err != nil {
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return err
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}
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// Write length prefix
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lengthBuf := make([]byte, 4)
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binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
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if _, err := conn.Write(lengthBuf); err != nil {
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return err
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}
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// Write message body
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_, err = conn.Write(data)
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return err
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}
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