Fix a few network issues
This commit is contained in:
parent
d310509035
commit
0ba96ca478
58
base.go
58
base.go
@ -3,8 +3,12 @@ package main
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import (
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"github.com/veandco/go-sdl2/sdl"
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"image/color"
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"strconv"
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"sync"
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)
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var baseMutex sync.RWMutex
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type Base struct {
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ownerID uint32
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openingWidth int32
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@ -12,8 +16,9 @@ type Base struct {
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}
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func (base *Base) tick(players map[uint32]*Player) {
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playersMutex.RLock()
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for playerID, player := range players {
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if player.gameObject.baseRect.HasIntersection(&base.gameObject.baseRect) {
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if player.gameObject.baseRect.HasIntersection(base.gameObject.baseRect) {
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if player.rechargeCooldown == 0 && player.energy < serverConfig.MaxEnergy {
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if serverConfig.MaxEnergy-player.energy < 4 {
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player.energy++
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@ -32,6 +37,7 @@ func (base *Base) tick(players map[uint32]*Player) {
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}
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}
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}
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playersMutex.RUnlock()
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}
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func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface, bases map[uint32]*Base) {
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@ -42,14 +48,6 @@ func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface, bases map[uint3
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}
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func (base *Base) build(gameMap *GameMap) {
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borderWidth := base.gameObject.baseRect.W - base.openingWidth
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borderWidthA := borderWidth / 2
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if borderWidth < 0 {
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panic("Bad border width")
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}
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if base.gameObject.baseRect.H < 9 {
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panic("Bad border height")
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}
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if gameMap.width-uint32(base.gameObject.baseRect.X)-uint32(base.gameObject.baseRect.W) <= 0 {
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panic("Bad base x location")
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}
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@ -57,30 +55,32 @@ func (base *Base) build(gameMap *GameMap) {
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panic("Bad base y location")
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}
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if base.gameObject.baseRect.X < 0 || base.gameObject.baseRect.Y < 0 {
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panic("Bad base negative location")
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panic("Bad base negative location " + strconv.Itoa(int(base.gameObject.baseRect.X)) + " - " + strconv.Itoa(int(base.gameObject.baseRect.Y)))
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}
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for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
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for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H+1; y++ {
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base.gameObject.adjustBaseRect()
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for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W; x++ {
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for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H; y++ {
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gameMap.tiles[x][y] = 0
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}
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}
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for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H; y++ {
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gameMap.tiles[base.gameObject.baseRect.X][y] = 4
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gameMap.tiles[base.gameObject.baseRect.X+base.gameObject.baseRect.W][y] = 4
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for _, rectT := range base.gameObject.getCurrentRects() {
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rect := sdl.Rect{
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X: rectT.rect.X + base.gameObject.baseRect.X,
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Y: rectT.rect.Y + base.gameObject.baseRect.Y,
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W: rectT.rect.W,
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H: rectT.rect.H,
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}
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for x := rect.X; x < rect.X+rect.W; x++ {
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for y := rect.Y; y < rect.Y+rect.H; y++ {
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gameMap.tiles[x][y] = 4
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}
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for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+borderWidthA; x++ {
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gameMap.tiles[x][base.gameObject.baseRect.Y] = 4
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gameMap.tiles[x][base.gameObject.baseRect.Y+base.gameObject.baseRect.H] = 4
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}
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for x := base.gameObject.baseRect.X + borderWidthA + base.openingWidth; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
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gameMap.tiles[x][base.gameObject.baseRect.Y] = 4
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gameMap.tiles[x][base.gameObject.baseRect.Y+base.gameObject.baseRect.H] = 4
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}
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}
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func createBase(gameMap *GameMap, baseColor color.Color, posX, posY, ownerID, openingWidth uint32) *Base {
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gameObject := &GameObject{}
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gameObject.baseRect = sdl.Rect{
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gameObject.baseRect = &sdl.Rect{
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X: int32(posX),
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Y: int32(posY),
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W: 35,
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@ -97,12 +97,12 @@ func createBase(gameMap *GameMap, baseColor color.Color, posX, posY, ownerID, op
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panic("Bad border width")
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}
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gameObject.addColor(baseColor)
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gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H-1, 0)
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gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H-1, 0)
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gameObject.addColoredRect(0, 0, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+int32(openingWidth), 0, borderWidthB, 1, 0)
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gameObject.addColoredRect(0, gameObject.baseRect.H, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+int32(openingWidth), gameObject.baseRect.H, borderWidthB, 1, 0)
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gameObject.addColoredRect(0, gameObject.baseRect.H-1, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+int32(openingWidth), gameObject.baseRect.H-1, borderWidthB, 1, 0)
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base := &Base{
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gameObject: gameObject,
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ownerID: ownerID,
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@ -118,12 +118,16 @@ func (base *Base) delete(bases map[uint32]*Base) {
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gameMap.tiles[x][y] = 0
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}
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}
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baseMutex.Lock()
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delete(bases, base.ownerID)
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baseMutex.Unlock()
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}
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func createBases(players map[uint32]*Player, gameMap *GameMap) map[uint32]*Base {
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bases := map[uint32]*Base{}
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playersMutex.RLock()
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for ownerID, player := range players {
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baseMutex.Lock()
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bases[ownerID] = createBase(gameMap,
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player.playerColors.body,
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uint32(player.gameObject.baseRect.X-14),
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@ -131,6 +135,8 @@ func createBases(players map[uint32]*Player, gameMap *GameMap) map[uint32]*Base
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ownerID,
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uint32(float64(player.gameObject.baseRect.W)*1.5),
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)
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baseMutex.Unlock()
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}
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playersMutex.RUnlock()
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return bases
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}
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@ -4,11 +4,15 @@ import (
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"github.com/veandco/go-sdl2/sdl"
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"image/color"
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"math/rand"
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"sync"
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)
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var bulletLastID = uint32(0)
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var bulletParticleLastID = uint32(0)
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var bulletMutex sync.RWMutex
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var bulletParticleMutex sync.RWMutex
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type Bullet struct {
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posX, posY int32
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direction uint8
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@ -159,6 +163,7 @@ func (bullet *Bullet) tick(gameMap *GameMap,
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H: 1,
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}
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hitPlayer := false
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playersMutex.RLock()
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for _, player := range players {
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if player.playerID == bullet.ownerID {
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continue
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@ -174,6 +179,7 @@ func (bullet *Bullet) tick(gameMap *GameMap,
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}
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}
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}
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playersMutex.RUnlock()
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if collisionResult != 0 || hitPlayer {
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bullet.explode(gameMap, bulletParticleMap)
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delete(bulletMap, bullet.id)
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@ -6,9 +6,10 @@ import (
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)
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type GameObject struct {
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baseRect sdl.Rect
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prevBaseRect sdl.Rect
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borderRect sdl.Rect
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baseRect *sdl.Rect
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prevBaseRect *sdl.Rect
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borderRect *sdl.Rect
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collisionRect *sdl.Rect
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orientation uint8
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visualRects [][]*ColoredRect
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colors []color.Color
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@ -38,6 +39,13 @@ func (gameObject *GameObject) adjustRectWorld(offset *sdl.Rect) *sdl.Rect {
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}
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}
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func (gameObject *GameObject) adjustColoredRectWorld(offset *ColoredRect) *ColoredRect {
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return &ColoredRect{
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color: offset.color,
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rect: gameObject.adjustRectWorld(offset.rect),
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}
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}
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func (gameObject *GameObject) adjustRectToCamera(offset *sdl.Rect, camera *sdl.Rect) *sdl.Rect {
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return &sdl.Rect{
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X: gameObject.baseRect.X + offset.X - camera.X,
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@ -47,20 +55,31 @@ func (gameObject *GameObject) adjustRectToCamera(offset *sdl.Rect, camera *sdl.R
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}
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}
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func (gameObject *GameObject) adjustBaseRect() {
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first := true
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oldX, oldY := gameObject.baseRect.X, gameObject.baseRect.Y
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for _, rect := range gameObject.getCurrentRects() {
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if first {
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gameObject.baseRect = gameObject.adjustRectWorld(rect.rect)
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first = false
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} else {
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}
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newRect := gameObject.baseRect.Union(gameObject.adjustRectWorld(rect.rect))
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gameObject.baseRect = &newRect
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gameObject.baseRect.X, gameObject.baseRect.Y = oldX, oldY
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}
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}
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func (gameObject *GameObject) render(camera *sdl.Rect, surface *sdl.Surface) {
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if camera.HasIntersection(&gameObject.baseRect) {
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if camera.HasIntersection(gameObject.baseRect) {
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gameObject.inView = true
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if config.Debug {
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gameObject.borderRect = sdl.Rect{
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X: gameObject.baseRect.X - 1,
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Y: gameObject.baseRect.Y - 1,
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W: gameObject.baseRect.W + 2,
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H: gameObject.baseRect.H + 2,
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}
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borderRectFinal := adjustRectToCamera(&gameObject.borderRect, camera)
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baseRectFinal := adjustRectToCamera(&gameObject.baseRect, camera)
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surface.FillRect(borderRectFinal, sdl.MapRGBA(surface.Format, 20, 192, 128, 64))
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baseRectFinal := adjustRectToCamera(gameObject.baseRect, camera)
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surface.FillRect(baseRectFinal, sdl.MapRGBA(surface.Format, 255, 20, 10, 64))
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if !gameObject.collisionRect.Empty() {
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surface.FillRect(adjustRectToCamera(gameObject.collisionRect, camera), sdl.MapRGBA(surface.Format, 40, 192, 255, 64))
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}
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}
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if config.RenderGameObjects {
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for _, coloredRect := range gameObject.visualRects[gameObject.orientation] {
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144
main.go
144
main.go
@ -8,10 +8,13 @@ import (
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"log"
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"net"
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"os"
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"runtime/pprof"
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"sync"
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"time"
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)
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const GameVersion = "TunnEElineningnegbfbf Through the wiAldWest"
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type ServerConfig struct {
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MapWidth uint32 `json:"map_width"`
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MapHeight uint32 `json:"map_height"`
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@ -37,24 +40,26 @@ type ServerConfig struct {
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MovementCooldownNoEnergy uint32 `json:"movement_cooldown_no_energy"`
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DiggingCooldownNoEnergy uint32 `json:"digging_cooldown_no_energy"`
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ReloadCooldown uint32 `json:"reload_cooldown"`
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ReloadWait uint32 `json:"reload_wait"`
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}
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type Config struct {
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Debug bool `json:"debug"`
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MapWindow bool `json:"map_window"`
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MapUpdateInterval uint16 `json:"map_update_interval"`
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RenderGameObjects bool `json:"render_game_objects"`
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ProfilerOn bool `json:"profiler_on"`
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ProfilerInterval uint64 `json:"profiler_interval"`
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Server bool `json:"server"`
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CameraW int32 `json:"camera_w"`
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CameraH int32 `json:"camera_h"`
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Version string `json:"version"`
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Client bool `json:"client"`
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Address string `json:"address"`
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JoyStickDeadZone int16 `json:"joystick_dead_zone"`
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DoAllKeymapsPlayers bool `json:"do_all_keymaps_players"`
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DoJoyStickPlayers bool `json:"do_joystick_players"`
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DoKeymapPlayer bool `json:"do_keymap_player"`
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RecentlyDugBlocksClearInterval uint16 `json:"recently_dug_blocks_clear_interval"`
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ServerConfig ServerConfig `json:"server_config"`
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}
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@ -62,19 +67,20 @@ func loadOrCreateConfig(filename string) (*Config, error) {
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config := &Config{
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Debug: false,
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MapWindow: false,
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MapUpdateInterval: 999,
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RenderGameObjects: true,
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ProfilerOn: false,
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ProfilerInterval: 100,
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Server: false,
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CameraW: 76,
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CameraH: 76,
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Version: "69420",
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Client: true,
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Address: "192.168.1.8:5074",
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JoyStickDeadZone: 8000,
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DoAllKeymapsPlayers: false,
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DoJoyStickPlayers: true,
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DoKeymapPlayer: true,
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RecentlyDugBlocksClearInterval: 20,
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ServerConfig: ServerConfig{
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MapWidth: 1000,
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MapHeight: 1000,
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@ -100,6 +106,7 @@ func loadOrCreateConfig(filename string) (*Config, error) {
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MovementCooldownNoEnergy: 4,
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DiggingCooldownNoEnergy: 8,
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ReloadCooldown: 16,
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ReloadWait: 16,
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},
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}
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@ -149,6 +156,8 @@ var clientInitialized = false
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var worldLock sync.Mutex
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var totalRenderTime, totalGameLogicCatchUp, totalNormalGameLogic, totalTicking, totalScalingTime, totalRemotePlayerUpdate, tickCount, totalFrameTime, frameCount uint64
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func main() {
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initializeSDL()
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defer sdl.Quit()
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@ -158,6 +167,17 @@ func main() {
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}
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serverConfig = configX.ServerConfig
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config = configX
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if config.ProfilerOn {
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f, err := os.Create("cpuprofile")
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if err != nil {
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log.Fatal("could not create CPU profile: ", err)
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}
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defer f.Close() // error handling omitted for example
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if err := pprof.StartCPUProfile(f); err != nil {
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log.Fatal("could not start CPU profile: ", err)
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}
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defer pprof.StopCPUProfile()
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}
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mapRendererRect = &sdl.Rect{X: 0, Y: 0, W: int32(serverConfig.MapWidth), H: int32(serverConfig.MapHeight)}
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players := make(map[uint32]*Player)
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initPlayerColors()
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@ -171,7 +191,7 @@ func main() {
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if !config.Client {
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gameMap.createGameMap(true)
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createPlayers(getNeededPlayers(), playerColors, keyMaps, joyMaps, gameMap, players)
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createPlayers(getNeededPlayers(), playerColors, keyMaps, joyMaps, gameMap, players, bases)
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bases = createBases(players, gameMap)
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} else {
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// Create a connection to the server
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@ -195,9 +215,11 @@ func main() {
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defer closeThings(players)
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playersMutex.Lock()
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for playerIndex, player := range players {
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initPlayer(uint8(playerIndex), player)
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}
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playersMutex.Unlock()
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if config.Server {
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// Create a connection to the server
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@ -216,7 +238,12 @@ func main() {
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for {
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conn, err := listen.AcceptTCP()
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if err != nil {
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log.Fatal(err)
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if opErr, ok := err.(*net.OpError); ok && opErr.Err.Error() == "use of closed network connection" {
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log.Println("Listener closed, stopping server.")
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return
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}
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log.Println("Error accepting connection:", err)
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continue
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}
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go handleRequest(conn, players, bullets, bases)
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}
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@ -227,7 +254,6 @@ func main() {
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mapWindow, mapSurface = setupMapWindowAndSurface()
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}
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running := true
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var totalRenderTime, totalScalingTime, totalFrameTime, frameCount uint64
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// Delta time management
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var prevTime = sdl.GetTicks64()
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@ -239,6 +265,7 @@ func main() {
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prevTime = currentTime
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worldLock.Lock()
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totalGameLogicCatchUp += profileSection(func() {
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// Catch up in case of a large delta time
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for deltaTime > maxDeltaTime {
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deltaTime -= maxDeltaTime
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@ -246,10 +273,13 @@ func main() {
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// Run multiple logic ticks if deltaTime is too large
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runGameLogic(players, gameMap, bases, bullets, bulletParticles)
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}
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})
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totalNormalGameLogic += profileSection(func() {
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// Run logic for the remaining delta time
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runGameLogic(players, gameMap, bases, bullets, bulletParticles)
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})
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playersMutex.RLock()
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for playerIndex, player := range players {
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if player.local {
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running = doPlayerFrame(uint8(playerIndex), player, players, gameMap, bases, bullets, bulletParticles)
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@ -258,25 +288,34 @@ func main() {
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}
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}
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}
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playersMutex.RUnlock()
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// Render logic
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if config.MapWindow {
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if config.MapWindow && frameCount%uint64(config.MapUpdateInterval) == 0 {
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// Profile rendering (aggregate all renderings)
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totalRenderTime += profileSection(func() {
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running = running && handleEvents(mapWindow, mapSurface)
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gameMap.render(mapRendererRect, mapSurface)
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bulletMutex.RLock()
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for _, bullet := range bullets {
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(*bullet).render(mapRendererRect, mapSurface, bullets)
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}
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bulletMutex.RUnlock()
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baseMutex.RLock()
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for _, base := range bases {
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(*base).render(mapRendererRect, mapSurface, bases)
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}
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baseMutex.RUnlock()
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playersMutex.RLock()
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for _, playerLoop := range players {
|
||||
(*playerLoop).render(mapRendererRect, mapSurface, players)
|
||||
}
|
||||
playersMutex.RUnlock()
|
||||
bulletParticleMutex.RLock()
|
||||
for _, bulletParticle := range bulletParticles {
|
||||
bulletParticle.render(mapRendererRect, mapSurface, bulletParticles)
|
||||
}
|
||||
bulletParticleMutex.RUnlock()
|
||||
})
|
||||
totalScalingTime += profileSection(func() {
|
||||
adjustWindow(mapWindow, mapSurface)
|
||||
@ -289,8 +328,8 @@ func main() {
|
||||
|
||||
// Log profiling information every 1000 frames
|
||||
if frameCount%config.ProfilerInterval == 0 && config.ProfilerOn {
|
||||
logMapProfilingInfo(totalRenderTime, totalScalingTime, totalFrameTime, frameCount)
|
||||
resetMapProfilingCounters(&totalRenderTime, &totalScalingTime, &totalFrameTime, &frameCount)
|
||||
logMapProfilingInfo(totalRenderTime, totalScalingTime, totalFrameTime, totalGameLogicCatchUp, totalNormalGameLogic, totalTicking, totalRemotePlayerUpdate, frameCount, tickCount)
|
||||
resetMapProfilingCounters(&totalRenderTime, &totalScalingTime, &totalFrameTime, &totalGameLogicCatchUp, &totalNormalGameLogic, &totalTicking, &totalRemotePlayerUpdate, &frameCount, &tickCount)
|
||||
}
|
||||
worldLock.Unlock()
|
||||
enforceFrameRate(currentTime, 60)
|
||||
@ -303,51 +342,94 @@ func runGameLogic(players map[uint32]*Player, gameMap *GameMap, bases map[uint32
|
||||
|
||||
if config.Server {
|
||||
//update remote player maps
|
||||
totalRemotePlayerUpdate += profileSection(func() {
|
||||
var wgX sync.WaitGroup
|
||||
var wgX2 sync.WaitGroup
|
||||
playerUpdateMutex.Lock()
|
||||
playersMutex.RLock()
|
||||
for _, player := range players {
|
||||
if player.local {
|
||||
continue
|
||||
}
|
||||
go player.updateRemotePlayerMap()
|
||||
go player.updateRemotePlayerBases(bases)
|
||||
go player.updateRemotePlayerBullets(bullets)
|
||||
go player.updateRemotePlayerBulletParticles(bulletParticles)
|
||||
go player.updateRemotePlayerPlayers(players)
|
||||
fail := player.sendInfoToPlayer()
|
||||
wgX.Add(6)
|
||||
go player.updateRemotePlayerMap(&wgX)
|
||||
go player.updateRemotePlayerBases(bases, &wgX)
|
||||
go player.updateRemotePlayerBullets(bullets, &wgX)
|
||||
go player.updateRemotePlayerBulletParticles(bulletParticles, &wgX)
|
||||
go player.updateRemotePlayerPlayers(players, &wgX)
|
||||
playerX := player
|
||||
go func() {
|
||||
fail := playerX.sendInfoToPlayer(&wgX)
|
||||
if fail {
|
||||
if player.connection != nil {
|
||||
(*player.connection).Close()
|
||||
if playerX.connection != nil {
|
||||
(*playerX.connection).Close()
|
||||
}
|
||||
delete(players, player.playerID)
|
||||
continue
|
||||
}
|
||||
fail = player.sendUpdatesToPlayer(players)
|
||||
if fail {
|
||||
if player.connection != nil {
|
||||
(*player.connection).Close()
|
||||
}
|
||||
delete(players, player.playerID)
|
||||
continue
|
||||
baseMutex.Lock()
|
||||
if bases[playerX.playerID] != nil {
|
||||
bases[playerX.playerID].delete(bases)
|
||||
}
|
||||
baseMutex.Unlock()
|
||||
playersMutex.TryLock()
|
||||
delete(players, playerX.playerID)
|
||||
playersMutex.Unlock()
|
||||
}
|
||||
}()
|
||||
}
|
||||
playersMutex.RUnlock()
|
||||
wgX.Wait()
|
||||
|
||||
playersMutex.Lock()
|
||||
for _, player := range players {
|
||||
wgX2.Add(1)
|
||||
playerX := player
|
||||
go func() {
|
||||
fail := playerX.sendUpdatesToPlayer(players, &wgX2)
|
||||
if fail {
|
||||
if playerX.connection != nil {
|
||||
(*playerX.connection).Close()
|
||||
}
|
||||
baseMutex.Lock()
|
||||
if bases[playerX.playerID] != nil {
|
||||
bases[playerX.playerID].delete(bases)
|
||||
}
|
||||
baseMutex.Unlock()
|
||||
delete(players, playerX.playerID)
|
||||
}
|
||||
}()
|
||||
}
|
||||
playersMutex.Unlock()
|
||||
wgX2.Wait()
|
||||
playerUpdateMutex.Unlock()
|
||||
})
|
||||
}
|
||||
totalTicking += profileSection(func() {
|
||||
playerUpdateMutex.Lock()
|
||||
bulletMutex.RLock()
|
||||
for _, bullet := range bullets {
|
||||
(*bullet).tick(gameMap, bulletParticles, bullets, players)
|
||||
}
|
||||
bulletMutex.RUnlock()
|
||||
playersMutex.RLock()
|
||||
for _, player := range players {
|
||||
if player.local {
|
||||
continue
|
||||
}
|
||||
(*player).tick(bullets)
|
||||
}
|
||||
playersMutex.RUnlock()
|
||||
baseMutex.RLock()
|
||||
for _, base := range bases {
|
||||
(*base).tick(players)
|
||||
}
|
||||
baseMutex.RUnlock()
|
||||
bulletParticleMutex.RLock()
|
||||
for _, bulletParticle := range bulletParticles {
|
||||
bulletParticle.tick(bulletParticles)
|
||||
}
|
||||
bulletParticleMutex.RUnlock()
|
||||
playerUpdateMutex.Unlock()
|
||||
})
|
||||
tickCount++
|
||||
}
|
||||
|
||||
func initPlayer(playerIndex uint8, player *Player) {
|
||||
@ -387,18 +469,26 @@ func doPlayerFrame(playerIndex uint8, player *Player, players map[uint32]*Player
|
||||
player.track(player.camera)
|
||||
gameMap.render(player.camera, player.playSurface)
|
||||
|
||||
bulletMutex.RLock()
|
||||
for _, bullet := range bullets {
|
||||
(*bullet).render(player.camera, player.playSurface, bullets)
|
||||
}
|
||||
bulletMutex.RUnlock()
|
||||
baseMutex.RLock()
|
||||
for _, base := range bases {
|
||||
(*base).render(player.camera, player.playSurface, bases)
|
||||
}
|
||||
baseMutex.RUnlock()
|
||||
playersMutex.RLock()
|
||||
for _, playerLoop := range players {
|
||||
(*playerLoop).render(player.camera, player.playSurface, players)
|
||||
}
|
||||
playersMutex.RUnlock()
|
||||
bulletParticleMutex.RLock()
|
||||
for _, bulletParticle := range bulletParticles {
|
||||
bulletParticle.render(player.camera, player.playSurface, bulletParticles)
|
||||
}
|
||||
bulletParticleMutex.RUnlock()
|
||||
|
||||
player.tick(bullets)
|
||||
player.gameObject.prevBaseRect = player.gameObject.baseRect
|
||||
|
15
profiler.go
15
profiler.go
@ -18,14 +18,20 @@ func logProfilingInfo(handleEventsTime, renderTime, scaleTime, frameTime, frameC
|
||||
fmt.Printf("Average render time: %f ms\n", float64(renderTime)/floatFrame)
|
||||
fmt.Printf("Average scaling time: %f ms\n", float64(scaleTime)/floatFrame)
|
||||
fmt.Printf("Average frame time: %f ms\n", float64(frameTime)/floatFrame)
|
||||
|
||||
fmt.Print("\n")
|
||||
}
|
||||
|
||||
func logMapProfilingInfo(renderTime, scaleTime, frameTime, frameCount uint64) {
|
||||
func logMapProfilingInfo(renderTime, scaleTime, frameTime, totalGameLogicCatchUp, totalNormalGameLogic, totalTicking, totalRemotePlayerUpdate, tickCount, frameCount uint64) {
|
||||
floatFrame := float64(frameCount)
|
||||
floatTick := float64(tickCount)
|
||||
fmt.Printf("Average map render time: %f ms\n", float64(renderTime)/floatFrame)
|
||||
fmt.Printf("Average map scaling time: %f ms\n", float64(scaleTime)/floatFrame)
|
||||
fmt.Printf("Average full render time: %f ms\n", float64(frameTime)/floatFrame)
|
||||
fmt.Printf("Average total gamelogic catching up time: %f ms\n", float64(totalGameLogicCatchUp)/floatFrame)
|
||||
fmt.Printf("Average normal gamelogic time: %f ms\n", float64(totalNormalGameLogic)/floatFrame)
|
||||
fmt.Printf("Average ticking time: %f ms\n", float64(totalTicking)/floatTick)
|
||||
fmt.Printf("Average remote player update time: %f ms\n", float64(totalRemotePlayerUpdate)/floatTick)
|
||||
fmt.Print("\n")
|
||||
}
|
||||
|
||||
@ -37,11 +43,16 @@ func resetProfilingCounters(handleEventsTime, renderTime, scaleTime, frameTime *
|
||||
*frameCount = 0
|
||||
}
|
||||
|
||||
func resetMapProfilingCounters(renderTime, scaleTime, frameTime *uint64, frameCount *uint64) {
|
||||
func resetMapProfilingCounters(renderTime, scaleTime, frameTime, totalGameLogicCatchUp, totalNormalGameLogic, totalTicking, totalRemotePlayerUpdate *uint64, frameCount, tickCount *uint64) {
|
||||
*renderTime = 0
|
||||
*scaleTime = 0
|
||||
*frameTime = 0
|
||||
*frameCount = 0
|
||||
*totalGameLogicCatchUp = 0
|
||||
*totalNormalGameLogic = 0
|
||||
*totalTicking = 0
|
||||
*totalRemotePlayerUpdate = 0
|
||||
*tickCount = 0
|
||||
}
|
||||
|
||||
func enforceFrameRate(frameStart uint64, targetFPS int) {
|
||||
|
@ -23,6 +23,7 @@ message Bullet {
|
||||
Color color = 3;
|
||||
uint32 id = 4;
|
||||
bool super = 5;
|
||||
uint32 ownerID = 6;
|
||||
}
|
||||
|
||||
message Color {
|
||||
@ -63,6 +64,7 @@ message ServerInfo {
|
||||
uint32 blastRadius = 21;
|
||||
uint32 playerID = 22;
|
||||
uint32 playerColorID = 23;
|
||||
uint32 reloadWait = 24;
|
||||
}
|
||||
|
||||
message PlayerUpdate {
|
||||
|
Loading…
Reference in New Issue
Block a user