237 lines
7.4 KiB
Go
237 lines
7.4 KiB
Go
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package main
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import (
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"encoding/binary"
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"fmt"
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"github.com/veandco/go-sdl2/sdl"
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"log"
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"net"
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"sync"
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)
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func sendPlayerStartRequest(major, minor, patch uint8, conn *net.TCPConn) error {
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data := make([]byte, 3)
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data[0] = major
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data[1] = minor
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data[2] = patch
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return sendPacket(0, data, conn)
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}
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func receivePlayerStartRequest(data []byte) (major, minor, patch uint8, err error) {
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if len(data) < 3 {
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return 0, 0, 0, fmt.Errorf("insufficient data length, got %d instead of 3", len(data))
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}
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major = data[0]
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minor = data[1]
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patch = data[2]
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return major, minor, patch, nil
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}
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func sendPlayerLocation(posX, posY uint32, orientation uint8, conn *net.TCPConn) error {
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data := make([]byte, 9)
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binary.LittleEndian.PutUint32(data[0:4], posX)
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binary.LittleEndian.PutUint32(data[4:8], posY)
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data[8] = orientation
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return sendPacket(1, data, conn)
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}
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func receivePlayerLocation(data []byte) (posX, posY uint32, orientation uint8, err error) {
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if len(data) < 9 {
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return 0, 0, 0, fmt.Errorf("insufficient data length, got %d instead of 9", len(data))
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}
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posX = binary.LittleEndian.Uint32(data[0:4])
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posY = binary.LittleEndian.Uint32(data[4:8])
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orientation = data[8]
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return posX, posY, orientation, nil
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}
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func sendDigBlock(posX, posY uint32, isShooting bool, conn *net.TCPConn) error {
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data := make([]byte, 9)
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binary.LittleEndian.PutUint32(data[0:4], posX)
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binary.LittleEndian.PutUint32(data[4:8], posY)
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data[8] = boolToByte(isShooting)
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return sendPacket(2, data, conn)
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}
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func receiveDigBlock(data []byte) (posX, posY uint32, isShooting bool, err error) {
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if len(data) < 9 {
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return 0, 0, false, fmt.Errorf("insufficient data length, got %d instead of 9", len(data))
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}
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posX = binary.LittleEndian.Uint32(data[0:4])
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posY = binary.LittleEndian.Uint32(data[4:8])
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isShooting = byteToBool(data[8])
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return posX, posY, isShooting, nil
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}
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func sendShoot(isSuper bool, conn *net.TCPConn) error {
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data := make([]byte, 1)
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data[0] = boolToByte(isSuper)
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return sendPacket(3, data, conn)
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}
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func receiveShoot(data []byte) (isSuper bool, err error) {
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if len(data) < 1 {
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return false, fmt.Errorf("insufficient data length, got %d instead of 1", len(data))
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}
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isSuper = byteToBool(data[0])
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return isSuper, nil
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}
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func handleRequest(conn *net.TCPConn, players map[uint32]*Player, bullets map[uint32]*Bullet, bases map[uint32]*Base) {
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defer func(conn *net.TCPConn) {
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_ = conn.Close()
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}(conn)
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for {
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packetID, _, packetData, err := receivePacket(conn)
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if err != nil {
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return
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}
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switch packetID {
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//goland:noinspection GoDeferInLoop,GoDeferInLoop
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case 0:
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versionArray := getCurrentVersion()
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major, minor, patch, err := receivePlayerStartRequest(packetData)
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if err != nil {
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continue
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}
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if versionArray[0] != major || versionArray[1] != minor || versionArray[2] != patch {
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log.Printf("Incorrect version tried to connect with %d.%d.%d from %s to %d.%d.%d", versionArray[0], versionArray[1], versionArray[2], conn.RemoteAddr().String(), major, minor, patch)
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return
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}
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log.Printf("Connected from %s with %d.%d.%d", conn.RemoteAddr().String(), major, minor, patch)
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unusedColor := getUnusedColor(playerColors, players)
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newPlayerID := createPlayer(false, playerColors[unusedColor], unusedColor, conn, KeyMap{}, JoyMap{}, nil, gameMap, players, bases)
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defer delete(players, newPlayerID)
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playersMutex.RLock()
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player := players[newPlayerID]
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playersMutex.RUnlock()
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baseMutex.Lock()
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bases[newPlayerID] = createBase(gameMap,
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player.playerColors.body,
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uint32(player.gameObject.baseRect.X-14),
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uint32(player.gameObject.baseRect.Y-14),
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player.playerID,
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uint32(float64(player.gameObject.baseRect.W)*1.5))
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baseMutex.Unlock()
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defer bases[newPlayerID].delete(bases)
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netPlayerMapper[conn] = player
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success := player.sendVersionBackToPlayer()
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if !success {
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return
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}
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log.Printf("Sent version to %d", newPlayerID)
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success = player.sendServerInfoToPlayer()
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if !success {
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log.Printf("Server info not sent to %d", newPlayerID)
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return
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}
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log.Printf("Sent server info to %d", newPlayerID)
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var wgX sync.WaitGroup
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wgX.Add(1)
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success = player.sendPlayerUpdate(&wgX)
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if !success {
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log.Printf("Server info not sent to %d", newPlayerID)
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return
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}
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log.Printf("Sent info to %d", newPlayerID)
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success = player.sendLocationToPlayer()
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if !success {
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log.Printf("Server location not sent to %d", newPlayerID)
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return
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}
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log.Printf("Sent location to %d", newPlayerID)
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player.initialized = true
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case 1:
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player := netPlayerMapper[conn]
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if player == nil {
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log.Fatalf("Can't find player for connection")
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}
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newX, newY, orientation, err := receivePlayerLocation(packetData)
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if err != nil {
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log.Printf("Error receiving player location: %s", err)
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}
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oldX := uint32(player.gameObject.baseRect.X)
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oldY := uint32(player.gameObject.baseRect.Y)
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// Update player orientation
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player.gameObject.orientation = orientation
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player.gameObject.adjustBaseRect()
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// Check if the new position is adjacent to the old position
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isAdjacentX := (newX > oldX && newX-oldX <= 1) || (newX < oldX && oldX-newX <= 1) || newX == oldX
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isAdjacentY := (newY > oldY && newY-oldY <= 1) || (newY < oldY && oldY-newY <= 1) || newY == oldY
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// Ensure the player is not moving while on cooldown and is moving to an adjacent position
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if isAdjacentX && isAdjacentY && player.movementCooldown == 0 {
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// Terrain collision check: Loop over all tiles in the new bounding box area
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canMove := true
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for x := newX; x < newX+uint32(player.gameObject.baseRect.W); x++ {
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for y := newY; y < newY+uint32(player.gameObject.baseRect.H); y++ {
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if gameMap.tiles[x][y] != 0 { // Assumes 0 is passable, any other value is impassable
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player.knownGameMap.tiles[x][y] = 0
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canMove = false
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}
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}
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if !canMove {
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break
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}
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}
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// If all tiles in the area are passable, update the player's position
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if canMove {
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player.gameObject.baseRect = &sdl.Rect{
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X: int32(newX),
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Y: int32(newY),
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W: player.gameObject.baseRect.W,
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H: player.gameObject.baseRect.H,
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}
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// Deduct energy if the player has moved
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if newX != oldX || newY != oldY {
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if player.energy > serverConfig.MovementCost {
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player.energy -= serverConfig.MovementCost
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player.movementCooldown = serverConfig.MovementCooldown
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} else {
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player.movementCooldown = serverConfig.MovementCooldownNoEnergy
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}
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}
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} else {
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// If any part of the new area is impassable, revert to the old position
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player.sendLocationToPlayer()
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}
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} else {
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// If the movement is invalid (not adjacent or on cooldown), revert to the old position
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player.sendLocationToPlayer()
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}
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case 2:
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player := netPlayerMapper[conn]
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if player == nil {
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log.Fatalf("Can't find player for connection")
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}
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posX, posY, isShooting, err := receiveDigBlock(packetData)
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if err != nil {
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log.Printf("Error receiving dig block: %s", err)
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}
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res := player.digBlock(posX, posY, gameMap, isShooting)
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if res == 1 {
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if player.energy > serverConfig.DiggingCost {
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player.energy -= serverConfig.DiggingCost
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}
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}
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case 3:
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player := netPlayerMapper[conn]
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if player == nil {
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log.Fatalf("Can't find player for connection")
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}
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isSuper, err := receiveShoot(packetData)
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if err != nil {
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log.Printf("Error receiving dig block: %s", err)
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}
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player.shoot(isSuper, bullets)
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}
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}
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}
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