Fix a few network issues

This commit is contained in:
2024-08-31 15:35:19 +02:00
parent d310509035
commit 0ba96ca478
7 changed files with 694 additions and 576 deletions
+34 -28
View File
@@ -3,8 +3,12 @@ package main
import (
"github.com/veandco/go-sdl2/sdl"
"image/color"
"strconv"
"sync"
)
var baseMutex sync.RWMutex
type Base struct {
ownerID uint32
openingWidth int32
@@ -12,8 +16,9 @@ type Base struct {
}
func (base *Base) tick(players map[uint32]*Player) {
playersMutex.RLock()
for playerID, player := range players {
if player.gameObject.baseRect.HasIntersection(&base.gameObject.baseRect) {
if player.gameObject.baseRect.HasIntersection(base.gameObject.baseRect) {
if player.rechargeCooldown == 0 && player.energy < serverConfig.MaxEnergy {
if serverConfig.MaxEnergy-player.energy < 4 {
player.energy++
@@ -32,6 +37,7 @@ func (base *Base) tick(players map[uint32]*Player) {
}
}
}
playersMutex.RUnlock()
}
func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface, bases map[uint32]*Base) {
@@ -42,14 +48,6 @@ func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface, bases map[uint3
}
func (base *Base) build(gameMap *GameMap) {
borderWidth := base.gameObject.baseRect.W - base.openingWidth
borderWidthA := borderWidth / 2
if borderWidth < 0 {
panic("Bad border width")
}
if base.gameObject.baseRect.H < 9 {
panic("Bad border height")
}
if gameMap.width-uint32(base.gameObject.baseRect.X)-uint32(base.gameObject.baseRect.W) <= 0 {
panic("Bad base x location")
}
@@ -57,30 +55,32 @@ func (base *Base) build(gameMap *GameMap) {
panic("Bad base y location")
}
if base.gameObject.baseRect.X < 0 || base.gameObject.baseRect.Y < 0 {
panic("Bad base negative location")
panic("Bad base negative location " + strconv.Itoa(int(base.gameObject.baseRect.X)) + " - " + strconv.Itoa(int(base.gameObject.baseRect.Y)))
}
for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H+1; y++ {
base.gameObject.adjustBaseRect()
for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W; x++ {
for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H; y++ {
gameMap.tiles[x][y] = 0
}
}
for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H; y++ {
gameMap.tiles[base.gameObject.baseRect.X][y] = 4
gameMap.tiles[base.gameObject.baseRect.X+base.gameObject.baseRect.W][y] = 4
}
for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+borderWidthA; x++ {
gameMap.tiles[x][base.gameObject.baseRect.Y] = 4
gameMap.tiles[x][base.gameObject.baseRect.Y+base.gameObject.baseRect.H] = 4
}
for x := base.gameObject.baseRect.X + borderWidthA + base.openingWidth; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
gameMap.tiles[x][base.gameObject.baseRect.Y] = 4
gameMap.tiles[x][base.gameObject.baseRect.Y+base.gameObject.baseRect.H] = 4
for _, rectT := range base.gameObject.getCurrentRects() {
rect := sdl.Rect{
X: rectT.rect.X + base.gameObject.baseRect.X,
Y: rectT.rect.Y + base.gameObject.baseRect.Y,
W: rectT.rect.W,
H: rectT.rect.H,
}
for x := rect.X; x < rect.X+rect.W; x++ {
for y := rect.Y; y < rect.Y+rect.H; y++ {
gameMap.tiles[x][y] = 4
}
}
}
}
func createBase(gameMap *GameMap, baseColor color.Color, posX, posY, ownerID, openingWidth uint32) *Base {
gameObject := &GameObject{}
gameObject.baseRect = sdl.Rect{
gameObject.baseRect = &sdl.Rect{
X: int32(posX),
Y: int32(posY),
W: 35,
@@ -97,12 +97,12 @@ func createBase(gameMap *GameMap, baseColor color.Color, posX, posY, ownerID, op
panic("Bad border width")
}
gameObject.addColor(baseColor)
gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H, 0)
gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H, 0)
gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H-1, 0)
gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H-1, 0)
gameObject.addColoredRect(0, 0, borderWidthA, 1, 0)
gameObject.addColoredRect(borderWidthA+int32(openingWidth), 0, borderWidthB, 1, 0)
gameObject.addColoredRect(0, gameObject.baseRect.H, borderWidthA, 1, 0)
gameObject.addColoredRect(borderWidthA+int32(openingWidth), gameObject.baseRect.H, borderWidthB, 1, 0)
gameObject.addColoredRect(0, gameObject.baseRect.H-1, borderWidthA, 1, 0)
gameObject.addColoredRect(borderWidthA+int32(openingWidth), gameObject.baseRect.H-1, borderWidthB, 1, 0)
base := &Base{
gameObject: gameObject,
ownerID: ownerID,
@@ -118,12 +118,16 @@ func (base *Base) delete(bases map[uint32]*Base) {
gameMap.tiles[x][y] = 0
}
}
baseMutex.Lock()
delete(bases, base.ownerID)
baseMutex.Unlock()
}
func createBases(players map[uint32]*Player, gameMap *GameMap) map[uint32]*Base {
bases := map[uint32]*Base{}
playersMutex.RLock()
for ownerID, player := range players {
baseMutex.Lock()
bases[ownerID] = createBase(gameMap,
player.playerColors.body,
uint32(player.gameObject.baseRect.X-14),
@@ -131,6 +135,8 @@ func createBases(players map[uint32]*Player, gameMap *GameMap) map[uint32]*Base
ownerID,
uint32(float64(player.gameObject.baseRect.W)*1.5),
)
baseMutex.Unlock()
}
playersMutex.RUnlock()
return bases
}