Add server-authoritative PvP main.go
This commit is contained in:
parent
91616b653d
commit
689562aadd
418
server/main.go
418
server/main.go
@ -6,11 +6,12 @@ import (
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"encoding/base64"
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"encoding/json"
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"errors"
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"fmt"
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"hash/fnv"
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"log"
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"math"
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"net/http"
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"os"
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"strconv"
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"strings"
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"sync"
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"time"
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@ -20,6 +21,27 @@ import (
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"github.com/jackc/pgx/v5/pgxpool"
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)
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const (
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worldSize = 3600.0
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spawnX = 1200.0
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spawnY = 1550.0
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playerMaxHull = 100
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playerMaxSpeed = 180.0
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playerReverseSpeed = -55.0
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playerAcceleration = 92.0
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playerBrake = 118.0
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playerTurnRate = 76.0
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playerCoastDrag = 0.992
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broadsideReload = 850 * time.Millisecond
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shotSpeed = 520.0
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shotLifetime = 900 * time.Millisecond
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shotDamage = 16
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shipHitRadius = 44.0
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respawnDelay = 2200 * time.Millisecond
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simTick = time.Second / 30
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snapshotTick = 50 * time.Millisecond
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)
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type config struct {
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Port string
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DatabaseURL string
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@ -53,6 +75,7 @@ type ticketStore struct {
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}
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func newTicketStore() *ticketStore { return &ticketStore{items: map[string]ticket{}} }
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func (s *ticketStore) issue(subject, name string) (string, error) {
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buf := make([]byte, 24)
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if _, err := rand.Read(buf); err != nil {
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@ -64,6 +87,7 @@ func (s *ticketStore) issue(subject, name string) (string, error) {
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s.mu.Unlock()
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return value, nil
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}
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func (s *ticketStore) consume(value string) (ticket, bool) {
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s.mu.Lock()
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defer s.mu.Unlock()
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@ -74,6 +98,7 @@ func (s *ticketStore) consume(value string) (ticket, bool) {
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}
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return item, true
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}
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func (s *ticketStore) prune() {
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s.mu.Lock()
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defer s.mu.Unlock()
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@ -86,35 +111,67 @@ func (s *ticketStore) prune() {
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}
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type playerState struct {
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ID string `json:"id"`
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Name string `json:"name"`
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X float64 `json:"x"`
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Y float64 `json:"y"`
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Angle float64 `json:"angle"`
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Hull int `json:"hull"`
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Online bool `json:"online"`
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ID string `json:"id"`
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Name string `json:"name"`
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X float64 `json:"x"`
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Y float64 `json:"y"`
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Angle float64 `json:"angle"`
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Speed float64 `json:"speed"`
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Hull int `json:"hull"`
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MaxHull int `json:"maxHull"`
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Alive bool `json:"alive"`
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Online bool `json:"online"`
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Kills int `json:"kills"`
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Deaths int `json:"deaths"`
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InputSeq int64 `json:"inputSeq"`
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RespawnAt int64 `json:"respawnAt,omitempty"`
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LastKiller string `json:"lastKiller,omitempty"`
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}
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type inputState struct {
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Throttle float64
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Steer float64
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Stop bool
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Docked bool
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Seq int64
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}
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type projectileState struct {
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ID string `json:"id"`
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OwnerID string `json:"ownerId"`
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X float64 `json:"x"`
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Y float64 `json:"y"`
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VX float64 `json:"vx"`
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VY float64 `json:"vy"`
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Damage int `json:"damage"`
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bornAt time.Time
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}
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type clientMessage struct {
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Type string `json:"type"`
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X float64 `json:"x"`
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Y float64 `json:"y"`
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Angle float64 `json:"angle"`
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Hull int `json:"hull"`
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Type string `json:"type"`
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Seq int64 `json:"seq"`
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Throttle float64 `json:"throttle"`
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Steer float64 `json:"steer"`
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Stop bool `json:"stop"`
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Docked bool `json:"docked"`
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Side string `json:"side"`
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}
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type serverMessage struct {
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Type string `json:"type"`
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PlayerID string `json:"playerId,omitempty"`
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WorldSeed string `json:"worldSeed,omitempty"`
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Players []playerState `json:"players,omitempty"`
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ServerTime int64 `json:"serverTime,omitempty"`
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Type string `json:"type"`
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PlayerID string `json:"playerId,omitempty"`
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WorldSeed string `json:"worldSeed,omitempty"`
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Players []playerState `json:"players,omitempty"`
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Projectiles []projectileState `json:"projectiles,omitempty"`
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ServerTime int64 `json:"serverTime,omitempty"`
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}
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type client struct {
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conn *websocket.Conn
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writeMu sync.Mutex
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state playerState
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conn *websocket.Conn
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writeMu sync.Mutex
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state playerState
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input inputState
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lastFire map[string]time.Time
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}
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func (c *client) writeJSON(v any) error {
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@ -125,12 +182,39 @@ func (c *client) writeJSON(v any) error {
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}
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type hub struct {
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mu sync.RWMutex
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clients map[string]*client
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worldSeed string
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mu sync.RWMutex
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clients map[string]*client
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projectiles map[string]projectileState
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nextProjectile uint64
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worldSeed string
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}
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func newHub(seed string) *hub {
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return &hub{
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clients: map[string]*client{},
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projectiles: map[string]projectileState{},
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worldSeed: seed,
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}
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}
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func newPlayerState(id, name string, kills, deaths int) playerState {
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x, y := spawnFor(id)
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return playerState{
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ID: id, Name: name, X: x, Y: y, Angle: 0, Speed: 0,
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Hull: playerMaxHull, MaxHull: playerMaxHull, Alive: true, Online: true,
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Kills: kills, Deaths: deaths,
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}
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}
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func spawnFor(id string) (float64, float64) {
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h := fnv.New32a()
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_, _ = h.Write([]byte(id))
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v := h.Sum32()
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dx := float64(int(v%241) - 120)
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dy := float64(int((v/241)%181) - 90)
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return clampFloat(spawnX+dx, 90, worldSize-90), clampFloat(spawnY+dy, 90, worldSize-90)
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}
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func newHub(seed string) *hub { return &hub{clients: map[string]*client{}, worldSeed: seed} }
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func (h *hub) add(c *client) {
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h.mu.Lock()
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if previous := h.clients[c.state.ID]; previous != nil && previous != c {
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@ -139,6 +223,7 @@ func (h *hub) add(c *client) {
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h.clients[c.state.ID] = c
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h.mu.Unlock()
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}
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func (h *hub) remove(id string, c *client) {
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h.mu.Lock()
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if h.clients[id] == c {
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@ -146,37 +231,208 @@ func (h *hub) remove(id string, c *client) {
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}
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h.mu.Unlock()
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}
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func (h *hub) update(id string, msg clientMessage) {
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h.mu.Lock()
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if c := h.clients[id]; c != nil {
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c.state.X = clampFloat(msg.X, 0, 3600)
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c.state.Y = clampFloat(msg.Y, 0, 3600)
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c.state.Angle = normalizeAngle(msg.Angle)
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c.state.Hull = clampInt(msg.Hull, 0, 500)
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}
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h.mu.Unlock()
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func (h *hub) count() int {
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h.mu.RLock()
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defer h.mu.RUnlock()
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return len(h.clients)
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}
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func (h *hub) snapshot() ([]*client, []playerState) {
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func (h *hub) updateInput(id string, msg clientMessage) {
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h.mu.Lock()
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defer h.mu.Unlock()
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c := h.clients[id]
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if c == nil || msg.Seq <= c.input.Seq {
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return
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}
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c.input = inputState{
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Throttle: clampFloat(msg.Throttle, -1, 1),
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Steer: clampFloat(msg.Steer, -1, 1),
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Stop: msg.Stop,
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Docked: msg.Docked,
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Seq: msg.Seq,
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}
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}
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func (h *hub) fire(id, side string, now time.Time) bool {
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h.mu.Lock()
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defer h.mu.Unlock()
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c := h.clients[id]
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if c == nil || !c.state.Alive || (side != "port" && side != "starboard") {
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return false
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}
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if c.lastFire == nil {
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c.lastFire = map[string]time.Time{}
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}
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if last := c.lastFire[side]; !last.IsZero() && now.Sub(last) < broadsideReload {
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return false
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}
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c.lastFire[side] = now
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sideSign := 1.0
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if side == "port" {
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sideSign = -1
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}
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base := headingRadians(c.state.Angle) + sideSign*math.Pi/2
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shipVX := math.Cos(headingRadians(c.state.Angle)) * c.state.Speed
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shipVY := math.Sin(headingRadians(c.state.Angle)) * c.state.Speed
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for _, offset := range []float64{-7, 0, 7} {
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angle := base + offset*math.Pi/180
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h.nextProjectile++
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projectileID := id + ":" + strconv.FormatUint(h.nextProjectile, 10)
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h.projectiles[projectileID] = projectileState{
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ID: projectileID, OwnerID: id,
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X: c.state.X + math.Cos(base)*34,
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Y: c.state.Y + math.Sin(base)*34,
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VX: math.Cos(angle)*shotSpeed + shipVX*0.25,
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VY: math.Sin(angle)*shotSpeed + shipVY*0.25,
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Damage: shotDamage,
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bornAt: now,
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}
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}
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return true
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}
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func (h *hub) step(now time.Time, dt float64) {
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h.mu.Lock()
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defer h.mu.Unlock()
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for _, c := range h.clients {
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stepPlayer(&c.state, c.input, now, dt)
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}
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for id, shot := range h.projectiles {
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if now.Sub(shot.bornAt) >= shotLifetime {
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delete(h.projectiles, id)
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continue
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}
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shot.X += shot.VX * dt
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shot.Y += shot.VY * dt
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if shot.X < -80 || shot.X > worldSize+80 || shot.Y < -80 || shot.Y > worldSize+80 {
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delete(h.projectiles, id)
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continue
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}
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hit := false
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for _, target := range h.clients {
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if target.state.ID == shot.OwnerID || !target.state.Alive {
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continue
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}
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dx := target.state.X - shot.X
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dy := target.state.Y - shot.Y
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if dx*dx+dy*dy > shipHitRadius*shipHitRadius {
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continue
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}
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target.state.Hull = clampInt(target.state.Hull-shot.Damage, 0, target.state.MaxHull)
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if target.state.Hull <= 0 {
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target.state.Alive = false
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target.state.Speed = 0
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target.state.Deaths++
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target.state.RespawnAt = now.Add(respawnDelay).UnixMilli()
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if owner := h.clients[shot.OwnerID]; owner != nil {
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owner.state.Kills++
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target.state.LastKiller = owner.state.Name
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}
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}
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delete(h.projectiles, id)
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hit = true
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break
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}
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if hit {
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continue
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}
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h.projectiles[id] = shot
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}
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}
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func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) {
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state.InputSeq = input.Seq
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if !state.Alive {
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if state.RespawnAt > 0 && now.UnixMilli() >= state.RespawnAt {
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x, y := spawnFor(state.ID)
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state.X = x
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state.Y = y
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state.Angle = 0
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state.Speed = 0
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state.Hull = state.MaxHull
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state.Alive = true
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state.RespawnAt = 0
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state.LastKiller = ""
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}
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return
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}
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if input.Docked {
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state.Speed = 0
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return
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}
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if input.Throttle > 0 {
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state.Speed += playerAcceleration * input.Throttle * dt
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} else if input.Throttle < 0 {
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state.Speed += playerBrake * input.Throttle * dt
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} else if !input.Stop {
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state.Speed *= math.Pow(playerCoastDrag, dt*60)
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}
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if input.Stop {
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state.Speed *= math.Pow(0.025, dt)
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}
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state.Speed = clampFloat(state.Speed, playerReverseSpeed, playerMaxSpeed)
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turnStrength := clampFloat(math.Abs(state.Speed)/100, 0.28, 1)
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directionSign := 1.0
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if state.Speed < 0 {
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directionSign = -1
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}
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state.Angle = normalizeAngle(state.Angle + playerTurnRate*turnStrength*directionSign*input.Steer*dt)
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heading := headingRadians(state.Angle)
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state.X = clampFloat(state.X+math.Cos(heading)*state.Speed*dt, 0, worldSize)
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state.Y = clampFloat(state.Y+math.Sin(heading)*state.Speed*dt, 0, worldSize)
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}
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func headingRadians(angle float64) float64 { return (angle - 90) * math.Pi / 180 }
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func (h *hub) snapshot() ([]*client, []playerState, []projectileState) {
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h.mu.RLock()
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defer h.mu.RUnlock()
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clients := make([]*client, 0, len(h.clients))
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players := make([]playerState, 0, len(h.clients))
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projectiles := make([]projectileState, 0, len(h.projectiles))
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for _, c := range h.clients {
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clients = append(clients, c)
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players = append(players, c.state)
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}
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return clients, players
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for _, shot := range h.projectiles {
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projectiles = append(projectiles, shot)
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}
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return clients, players, projectiles
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}
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func (h *hub) run(ctx context.Context) {
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ticker := time.NewTicker(100 * time.Millisecond)
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defer ticker.Stop()
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simTicker := time.NewTicker(simTick)
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snapshotTicker := time.NewTicker(snapshotTick)
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defer simTicker.Stop()
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defer snapshotTicker.Stop()
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lastSim := time.Now()
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for {
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select {
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case <-ctx.Done():
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return
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case now := <-ticker.C:
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clients, players := h.snapshot()
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msg := serverMessage{Type: "snapshot", Players: players, ServerTime: now.UnixMilli()}
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case now := <-simTicker.C:
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dt := now.Sub(lastSim).Seconds()
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if dt <= 0 || dt > 0.1 {
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dt = simTick.Seconds()
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}
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lastSim = now
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h.step(now, dt)
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case now := <-snapshotTicker.C:
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clients, players, projectiles := h.snapshot()
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msg := serverMessage{
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Type: "snapshot", Players: players, Projectiles: projectiles,
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ServerTime: now.UnixMilli(),
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}
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for _, c := range clients {
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if err := c.writeJSON(msg); err != nil {
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_ = c.conn.Close()
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@ -198,6 +454,7 @@ func clampFloat(v, min, max float64) float64 {
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}
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return v
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}
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func clampInt(v, min, max int) int {
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if v < min {
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return min
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@ -207,6 +464,7 @@ func clampInt(v, min, max int) int {
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}
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return v
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}
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func normalizeAngle(v float64) float64 {
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if math.IsNaN(v) || math.IsInf(v, 0) {
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return 0
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@ -236,6 +494,7 @@ func loadConfig() (config, error) {
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}
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return cfg, nil
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}
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func env(key, fallback string) string {
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if v := os.Getenv(key); v != "" {
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return v
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@ -251,13 +510,18 @@ func migrate(ctx context.Context, db *pgxpool.Pool) error {
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credits INTEGER NOT NULL DEFAULT 650,
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scrap INTEGER NOT NULL DEFAULT 0,
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progression JSONB NOT NULL DEFAULT '{}'::jsonb,
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pvp_kills INTEGER NOT NULL DEFAULT 0,
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pvp_deaths INTEGER NOT NULL DEFAULT 0,
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created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
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updated_at TIMESTAMPTZ NOT NULL DEFAULT now(),
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last_seen_at TIMESTAMPTZ NOT NULL DEFAULT now()
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)
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);
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ALTER TABLE player_profiles ADD COLUMN IF NOT EXISTS pvp_kills INTEGER NOT NULL DEFAULT 0;
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ALTER TABLE player_profiles ADD COLUMN IF NOT EXISTS pvp_deaths INTEGER NOT NULL DEFAULT 0
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`)
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return err
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}
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func ensurePlayer(ctx context.Context, db *pgxpool.Pool, sub, name string) error {
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_, err := db.Exec(ctx, `
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INSERT INTO player_profiles (keycloak_sub, display_name)
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@ -270,6 +534,24 @@ func ensurePlayer(ctx context.Context, db *pgxpool.Pool, sub, name string) error
|
||||
return err
|
||||
}
|
||||
|
||||
func loadPvPStats(ctx context.Context, db *pgxpool.Pool, sub string) (int, int, error) {
|
||||
var kills, deaths int
|
||||
err := db.QueryRow(ctx, `SELECT pvp_kills, pvp_deaths FROM player_profiles WHERE keycloak_sub = $1`, sub).Scan(&kills, &deaths)
|
||||
return kills, deaths, err
|
||||
}
|
||||
|
||||
func savePvPStats(ctx context.Context, db *pgxpool.Pool, state playerState) error {
|
||||
_, err := db.Exec(ctx, `
|
||||
UPDATE player_profiles SET
|
||||
pvp_kills = $2,
|
||||
pvp_deaths = $3,
|
||||
updated_at = now(),
|
||||
last_seen_at = now()
|
||||
WHERE keycloak_sub = $1
|
||||
`, state.ID, state.Kills, state.Deaths)
|
||||
return err
|
||||
}
|
||||
|
||||
type app struct {
|
||||
cfg config
|
||||
db *pgxpool.Pool
|
||||
@ -314,6 +596,7 @@ func (a *app) authenticate(next http.Handler) http.Handler {
|
||||
next.ServeHTTP(w, r.WithContext(context.WithValue(r.Context(), claimsKey, c)))
|
||||
})
|
||||
}
|
||||
|
||||
func audienceMatches(c claims, clientID string) bool {
|
||||
if c.AuthorizedParty == clientID {
|
||||
return true
|
||||
@ -330,6 +613,7 @@ func audienceMatches(c claims, clientID string) bool {
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (a *app) cors(next http.Handler) http.Handler {
|
||||
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
|
||||
origin := r.Header.Get("Origin")
|
||||
@ -346,11 +630,13 @@ func (a *app) cors(next http.Handler) http.Handler {
|
||||
next.ServeHTTP(w, r)
|
||||
})
|
||||
}
|
||||
|
||||
func jsonResponse(w http.ResponseWriter, status int, value any) {
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
w.WriteHeader(status)
|
||||
_ = json.NewEncoder(w).Encode(value)
|
||||
}
|
||||
|
||||
func (a *app) health(w http.ResponseWriter, r *http.Request) {
|
||||
ctx, cancel := context.WithTimeout(r.Context(), time.Second)
|
||||
defer cancel()
|
||||
@ -358,12 +644,17 @@ func (a *app) health(w http.ResponseWriter, r *http.Request) {
|
||||
jsonResponse(w, 503, map[string]any{"ok": false, "database": false})
|
||||
return
|
||||
}
|
||||
jsonResponse(w, 200, map[string]any{"ok": true, "database": true, "players": len(a.hub.clients), "worldSeed": a.cfg.WorldSeed})
|
||||
jsonResponse(w, 200, map[string]any{
|
||||
"ok": true, "database": true, "players": a.hub.count(),
|
||||
"worldSeed": a.cfg.WorldSeed, "authority": "movement+pvp",
|
||||
})
|
||||
}
|
||||
|
||||
func (a *app) me(w http.ResponseWriter, r *http.Request) {
|
||||
c := r.Context().Value(claimsKey).(claims)
|
||||
jsonResponse(w, 200, map[string]any{"id": c.Subject, "name": c.PreferredUsername, "worldSeed": a.cfg.WorldSeed})
|
||||
}
|
||||
|
||||
func (a *app) wsTicket(w http.ResponseWriter, r *http.Request) {
|
||||
if r.Method != http.MethodPost {
|
||||
http.Error(w, "method not allowed", http.StatusMethodNotAllowed)
|
||||
@ -377,6 +668,7 @@ func (a *app) wsTicket(w http.ResponseWriter, r *http.Request) {
|
||||
}
|
||||
jsonResponse(w, 201, map[string]any{"ticket": value, "expiresIn": 30})
|
||||
}
|
||||
|
||||
func (a *app) ws(w http.ResponseWriter, r *http.Request) {
|
||||
value := r.URL.Query().Get("ticket")
|
||||
t, ok := a.tickets.consume(value)
|
||||
@ -388,7 +680,16 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
c := &client{conn: conn, state: playerState{ID: t.Subject, Name: t.Name, X: 1200, Y: 1550, Angle: 0, Hull: 100, Online: true}}
|
||||
|
||||
kills, deaths, err := loadPvPStats(r.Context(), a.db, t.Subject)
|
||||
if err != nil {
|
||||
kills, deaths = 0, 0
|
||||
}
|
||||
c := &client{
|
||||
conn: conn,
|
||||
state: newPlayerState(t.Subject, t.Name, kills, deaths),
|
||||
lastFire: map[string]time.Time{},
|
||||
}
|
||||
a.hub.add(c)
|
||||
defer func() {
|
||||
a.hub.remove(t.Subject, c)
|
||||
@ -396,8 +697,13 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
|
||||
defer cancel()
|
||||
_ = ensurePlayer(ctx, a.db, t.Subject, t.Name)
|
||||
_ = savePvPStats(ctx, a.db, c.state)
|
||||
}()
|
||||
_ = c.writeJSON(serverMessage{Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed, ServerTime: time.Now().UnixMilli()})
|
||||
|
||||
_ = c.writeJSON(serverMessage{
|
||||
Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed,
|
||||
ServerTime: time.Now().UnixMilli(),
|
||||
})
|
||||
conn.SetReadLimit(4096)
|
||||
for {
|
||||
_ = conn.SetReadDeadline(time.Now().Add(45 * time.Second))
|
||||
@ -405,8 +711,11 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
|
||||
if err := conn.ReadJSON(&msg); err != nil {
|
||||
return
|
||||
}
|
||||
if msg.Type == "state" {
|
||||
a.hub.update(t.Subject, msg)
|
||||
switch msg.Type {
|
||||
case "input":
|
||||
a.hub.updateInput(t.Subject, msg)
|
||||
case "fire":
|
||||
a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now())
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -433,7 +742,10 @@ func main() {
|
||||
log.Fatalf("oidc provider: %v", err)
|
||||
}
|
||||
verifier := provider.Verifier(&oidc.Config{SkipClientIDCheck: true})
|
||||
application := &app{cfg: cfg, db: db, verifier: verifier, tickets: newTicketStore(), hub: newHub(cfg.WorldSeed)}
|
||||
application := &app{
|
||||
cfg: cfg, db: db, verifier: verifier,
|
||||
tickets: newTicketStore(), hub: newHub(cfg.WorldSeed),
|
||||
}
|
||||
application.upgrader = websocket.Upgrader{CheckOrigin: func(r *http.Request) bool {
|
||||
origin := r.Header.Get("Origin")
|
||||
return origin == "" || cfg.AllowedOrigins[origin]
|
||||
@ -446,14 +758,16 @@ func main() {
|
||||
application.tickets.prune()
|
||||
}
|
||||
}()
|
||||
|
||||
mux := http.NewServeMux()
|
||||
mux.HandleFunc("/health", application.health)
|
||||
mux.Handle("/api/me", application.cors(application.authenticate(http.HandlerFunc(application.me))))
|
||||
mux.Handle("/api/ws-ticket", application.cors(application.authenticate(http.HandlerFunc(application.wsTicket))))
|
||||
mux.HandleFunc("/ws", application.ws)
|
||||
server := &http.Server{Addr: ":" + cfg.Port, Handler: mux, ReadHeaderTimeout: 5 * time.Second, IdleTimeout: 60 * time.Second}
|
||||
log.Printf("airship game server listening on :%s world=%s", cfg.Port, cfg.WorldSeed)
|
||||
server := &http.Server{
|
||||
Addr: ":" + cfg.Port, Handler: mux,
|
||||
ReadHeaderTimeout: 5 * time.Second, IdleTimeout: 60 * time.Second,
|
||||
}
|
||||
log.Printf("airship game server listening on :%s world=%s authority=movement+pvp", cfg.Port, cfg.WorldSeed)
|
||||
log.Fatal(server.ListenAndServe())
|
||||
}
|
||||
|
||||
func init() { _ = fmt.Sprintf }
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user