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Server-side refactor

This commit is contained in:
Sebastian Benjamin 2025-04-29 19:52:15 -07:00
parent b2c3079310
commit 265bf61406
12 changed files with 423 additions and 337 deletions

View file

@ -4,7 +4,11 @@
[node name="Game" type="Node"]
[node name="BoardRenderer" parent="." instance=ExtResource("1_pv3ov")]
[node name="NetworkManager" type="Node" parent="."]
[node name="Boards" type="Node3D" parent="."]
[node name="PlayerBoard" parent="Boards" instance=ExtResource("1_pv3ov")]
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.699727)

View file

@ -1,6 +1,6 @@
class_name ScalableSprite2D
extends Sprite2D
func scale_sprite(world_space_multiple: float):
var scale_factor = (world_space_multiple * Globals.SERVER_SIZE.x) / self.texture.get_width()
func scale_sprite(world_space_width: float):
var scale_factor = world_space_width / self.texture.get_width()
self.scale = Vector2(scale_factor, scale_factor)

View file

@ -35,8 +35,8 @@ func _on_match_state(p_state : NakamaRTAPI.MatchData):
float(data["playerHitPos"]["x"]),
float(data["playerHitPos"]["y"])
),
float(data["playerHitPos"]["radius_multiplier"]),
float(data["playerGrazePos"]["radius_multiplier"])
float(data["playerHitPos"]["radius"]),
float(data["playerGrazePos"]["radius"])
)
%GrazeLabel.text = "Graze: " + str(data["graze"])
@ -54,14 +54,14 @@ func _on_match_state(p_state : NakamaRTAPI.MatchData):
int(b["tick"]),
b["x"],
b["y"],
b["radius_multiplier"] * Globals.SERVER_SIZE.x,
b["radius"],
b["vel_x"],
b["vel_y"])
bullet.texture = load("res://test-bullet.png")
bullet.position = bullet.get_current_pos(int(b["tick"]))
# Reimplemented from ScalableSprite2D here atm
var scale_ratio = ((b["radius_multiplier"] * 2) * Globals.SERVER_SIZE.x) / bullet.texture.get_width()
var scale_ratio = (b["radius"] * 2) / bullet.texture.get_width()
bullet.scale = Vector2(scale_ratio, scale_ratio)
bullet.z_index = 4

View file

@ -5,13 +5,11 @@ extends Node2D
var velocity := Vector2.ZERO
var hurt_collision: DanmakuCircle = DanmakuCircle.new()
var graze_collision: DanmakuCircle = DanmakuCircle.new()
const PLAYER_BODY_WIDTH_MULTIPLIER = 0.18 # This is temporary, it should be defined per-sprite when I get to the skin system
const PLAYER_BODY_WIDTH_MULTIPLIER = 0.18
var alive: bool = true
func _ready() -> void:
$BodySprite.scale_sprite(PLAYER_BODY_WIDTH_MULTIPLIER)
$BodySprite.scale_sprite(PLAYER_BODY_WIDTH_MULTIPLIER * Globals.SERVER_SIZE.x)
func get_input():
if Input.is_action_pressed("Slow Mode"):
@ -33,18 +31,18 @@ func _physics_process(delta: float):
set_position_data(attempted_position, null, null)
func set_position_data(pos: Vector2, hurtcircle_scale_multiplier, grazecircle_scale_multiplier):
func set_position_data(pos: Vector2, hurtcircle_radius, grazecircle_radius):
position = pos
hurt_collision.set_position(pos.x, pos.y)
graze_collision.set_position(pos.x, pos.y)
if hurtcircle_scale_multiplier:
hurt_collision.set_radius(Globals.SERVER_SIZE.x*hurtcircle_scale_multiplier)
$HurtcircleSprite.scale_sprite(hurtcircle_scale_multiplier*2)
if hurtcircle_radius:
hurt_collision.set_radius(hurtcircle_radius)
$HurtcircleSprite.scale_sprite(hurtcircle_radius*2)
if grazecircle_scale_multiplier:
graze_collision.set_radius(Globals.SERVER_SIZE.x*grazecircle_scale_multiplier)
$GrazecircleSprite.scale_sprite(grazecircle_scale_multiplier*2)
if grazecircle_radius:
graze_collision.set_radius(grazecircle_radius)
$GrazecircleSprite.scale_sprite(grazecircle_radius*2)
func kill():

View file

@ -41,6 +41,11 @@ type Bullet struct {
cptr *C.Bullet
}
// Values for selecting bullet paths
const (
BULLET_LINEAR = 0
)
func NewLinearBullet(tick int64, spawnX float64, spawnY float64, radius float64, velX float64, velY float64) *Bullet {
return &Bullet{
cptr: C.new_bullet(
@ -77,3 +82,25 @@ func (b *Bullet) GetPos(tick int64) (float64, float64) {
return float64(x), float64(y)
}
func (b *Bullet) GetType() int {
return int(b.cptr.class_)
}
func (b *Bullet) GetRadius() float64 {
return float64(b.cptr.radius)
}
func (b *Bullet) Serialize(tick int64) map[string]any {
x, y := b.GetPos(tick)
return map[string]any{
"class": b.GetType(),
"tick": tick,
"x": x,
"y": y,
"radius": b.GetRadius(),
"vel_x": float64(b.cptr.parameters[0]),
"vel_y": float64(b.cptr.parameters[1]),
}
}

View file

@ -0,0 +1,26 @@
package battleroyale
const TICK_RATE = 60
const (
PLAYER_DEATH_RESET = 0
PLAYER_ALIVE = -1
)
const (
MATCH_LOADING = iota
MATCH_START
STATE_UPDATE
FINAL_PHASE
MATCH_END
)
const (
STAGE_WIDTH float64 = 90.0
STAGE_HEIGHT float64 = 160.0
BULLET_OFFSCREEN_BUFFER_WIDTH float64 = 16.0
PLAYER_HIT_COL_RADIUS_MULTIPLIER float64 = 0.01
PLAYER_GRAZE_COL_RADIUS_MULTIPLIER float64 = 0.04
PLAYER_DEATH_TIMER_MAX int = 180
GRAZE_ADDITION_MULTIPLIER int = 1000
)

View file

@ -0,0 +1,122 @@
package battleroyale
import (
"context"
"danmaku/ffi"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
"math"
)
func CheckMatchTerminate(lobbyState *MatchState, logger *runtime.Logger) bool {
// If we have no presences in the match according to the match state, increment the empty ticks count
if len(lobbyState.presences) == 0 {
lobbyState.emptyTicks++
}
// If the match has been empty for more than 100 ticks, end the match by returning nil
if lobbyState.emptyTicks > 100 {
(*logger).Info("Match terminated due to empty lobby.")
return true
}
return false
}
func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger *runtime.Logger) {
for _, msg := range messages {
_, exists := lobbyState.presences[msg.GetSessionId()]
if !exists {
(*logger).Warn("Received input for non-existent player session ID: %v", msg.GetSessionId())
continue
}
// Parse player message
var update ClientUpdate
if err := json.Unmarshal(msg.GetData(), &update); err != nil {
(*logger).Warn("Failed to parse input: %v", err)
continue
}
lobbyState.presences[msg.GetSessionId()].stageState.BoundsCheckedMove(update.X, update.Y)
}
}
func TestFireBullets(tick int64) []*ffi.Bullet {
var bullets = []*ffi.Bullet{}
if tick%30 == 0 {
numBullets := 20
spreadAngle := 60.0
startAngle := 90 - (spreadAngle / 2)
bulletSpeed := STAGE_WIDTH / float64(TICK_RATE) / 3
bulletRadius := 0.01 * STAGE_WIDTH
// Define a single spawn point near the top of the screen
spawnX := STAGE_WIDTH / 2 // Centered horizontally
spawnY := STAGE_HEIGHT * 0.1 // 10% from the top
for i := range numBullets {
angle := startAngle + (spreadAngle/float64(numBullets-1))*float64(i)
angleRad := angle * (math.Pi / 180.0)
velx := bulletSpeed * math.Cos(angleRad)
vely := bulletSpeed * math.Sin(angleRad)
bullet := ffi.NewLinearBullet(
tick,
spawnX,
spawnY,
bulletRadius,
velx,
vely,
)
bullets = append(bullets, bullet)
}
}
return bullets
}
func BroadcastToPresences(tick int64, lobbyState *MatchState, logger *runtime.Logger, dispatcher *runtime.MatchDispatcher) {
for _, v := range lobbyState.presences {
v.stageState.DeleteBulletsBeyondKillBoundary(tick)
var newBulletsToBroadcast = []map[string]any{}
if v.stageState.CheckDeathState(tick) == PLAYER_ALIVE {
newBullets := TestFireBullets(tick)
for _, bullet := range newBullets {
v.stageState.AddBullet(bullet)
newBulletsToBroadcast = append(newBulletsToBroadcast, bullet.Serialize(tick))
}
}
var tickData = v.stageState.MakeServerTick(tick, newBulletsToBroadcast)
data, err := json.Marshal(tickData)
if err != nil {
(*logger).Error("Error marshalling bullet data", err)
} else {
reliable := true
(*dispatcher).BroadcastMessage(STATE_UPDATE, data, nil, nil, reliable)
}
}
}
// Main game loop, executed at tickRate per second specified in MatchInit
func (m *Match) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state any, messages []runtime.MatchData) any {
lobbyState, ok := state.(*MatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchLoop.")
return nil
}
if CheckMatchTerminate(lobbyState, &logger) {
return nil
}
RespondToInput(lobbyState, messages, &logger)
BroadcastToPresences(tick, lobbyState, &logger, &dispatcher)
return lobbyState
}

View file

@ -1,318 +0,0 @@
package battleroyale
import (
"context"
"danmaku/ffi"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
"math"
"slices"
)
const (
MATCH_LOADING = iota
MATCH_START
STATE_UPDATE
FINAL_PHASE
MATCH_END
)
const (
BULLET_LINEAR = 0
)
const (
STAGE_WIDTH float64 = 90.0
STAGE_HEIGHT float64 = 160.0
BULLET_KILL_BUFFER_WIDTH float64 = 16.0
PLAYER_HIT_COL_RADIUS_MULTIPLIER float64 = 0.01
PLAYER_GRAZE_COL_RADIUS_MULTIPLIER float64 = 0.04
PLAYER_DEATH_TIMER_MAX int = 180
GRAZE_ADDITION_MULTIPLIER int = 1000
)
// Interface for registering match handlers
type Match struct{}
type PlayerUpdate struct {
X float64 `json:"x"`
Y float64 `json:"y"`
}
type GameTickUpdate struct {
Tick int64 `json:"tick"`
PlayerHitPos map[string]interface{} `json:"playerHitPos"`
PlayerGrazePos map[string]interface{} `json:"playerGrazePos"`
NewBullets []map[string]interface{} `json:"newBullets"`
ForcePlayerPos bool `json:"forcePlayerPos"`
DeathTimer int `json:"deathTimer"`
Graze int `json:"graze"`
}
type PresenceState struct { // present time! hahahahahahahah!
presence *runtime.Presence
stageState *PlayerStageState
}
type BattleRoyaleMatchState struct {
tickRate int
currentMatchPhase int
presences map[string]*PresenceState
emptyTicks int
}
// Run on match start, initializes game state and sets tick rate
func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
tickRate := 60 // MatchLoop invocations per second
state := &BattleRoyaleMatchState{
tickRate: tickRate,
presences: map[string]*PresenceState{},
emptyTicks: 0,
currentMatchPhase: MATCH_LOADING,
}
label := ""
return state, tickRate, label
}
// Run when a user attempts to join or rejoin a match. Responsible for deciding whether or not to let them in.
func (m *Match) MatchJoinAttempt(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presence runtime.Presence, metadata map[string]string) (interface{}, bool, string) {
lobbyState, ok := state.(*BattleRoyaleMatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchJoin.")
return nil, false, "Failed to join match: match does not exist."
}
accepted := true
rejectedMessage := ""
return lobbyState, accepted, rejectedMessage
}
// Run when a user successfully joins a match, registers their presence in the game state
func (m *Match) MatchJoin(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presences []runtime.Presence) interface{} {
lobbyState, ok := state.(*BattleRoyaleMatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchJoin.")
return nil
}
for i := 0; i < len(presences); i++ {
lobbyState.presences[presences[i].GetSessionId()] = &PresenceState{
presence: &presences[i],
stageState: NewPlayerStage(),
}
}
return lobbyState
}
// Run when a user successfully leaves a match, de-registers their presence in the game state
func (m *Match) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presences []runtime.Presence) interface{} {
lobbyState, ok := state.(*BattleRoyaleMatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchLeave.")
return nil
}
for i := 0; i < len(presences); i++ {
sessionID := presences[i].GetSessionId()
playerState, exists := lobbyState.presences[sessionID]
if exists {
for _, bullet := range playerState.stageState.bullets {
ffi.DestroyBullet(bullet)
}
ffi.DestroyCircle(playerState.stageState.hitCol)
ffi.DestroyCircle(playerState.stageState.grazeCol)
delete(lobbyState.presences, sessionID)
}
}
return lobbyState
}
// Run when a match gets an arbitrary signal from the Nakama runtime (probably from the matchmaker/match lister APIs)
func (m *Match) MatchSignal(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, data string) (interface{}, string) {
lobbyState, ok := state.(*BattleRoyaleMatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchSignal.")
return nil, "Failed to get valid state for return signal"
}
returnMessage := ""
return lobbyState, returnMessage
}
// Run when the server enters the graceful shutdown flow. Gives the match a chance to shutdown cleanly within graceSeconds.
func (m *Match) MatchTerminate(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, graceSeconds int) interface{} {
lobbyState, ok := state.(*BattleRoyaleMatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchTerminate.")
return nil
}
return lobbyState
}
// Main game loop, executed at tickRate per second specified in MatchInit
func (m *Match) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, messages []runtime.MatchData) interface{} {
lobbyState, ok := state.(*BattleRoyaleMatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchLoop.")
return nil
}
// If we have no presences in the match according to the match state, increment the empty ticks count
if len(lobbyState.presences) == 0 {
lobbyState.emptyTicks++
}
// If the match has been empty for more than 100 ticks, end the match by returning nil
if lobbyState.emptyTicks > 100 {
return nil
}
// Respond to player input
for _, msg := range messages {
// Validate player existence
_, exists := lobbyState.presences[msg.GetSessionId()]
if !exists {
logger.Warn("Received input for non-existent player session ID: %v", msg.GetSessionId())
continue
}
// Parse player message
var update PlayerUpdate
if err := json.Unmarshal(msg.GetData(), &update); err != nil {
logger.Warn("Failed to parse input: %v", err)
continue
}
// Player movement bounds detection
clampedX := update.X < 0 || update.X > STAGE_WIDTH
clampedY := update.Y < 0 || update.Y > STAGE_HEIGHT
update.X = math.Max(0, math.Min(update.X, STAGE_WIDTH))
update.Y = math.Max(0, math.Min(update.Y, STAGE_HEIGHT))
lobbyState.presences[msg.GetSessionId()].stageState.hitCol.UpdatePos(update.X, update.Y)
lobbyState.presences[msg.GetSessionId()].stageState.grazeCol.UpdatePos(update.X, update.Y)
if clampedX || clampedY {
lobbyState.presences[msg.GetSessionId()].stageState.updatePlayerPos = true
}
}
// Compute and broadcast per-presence state
for _, v := range lobbyState.presences {
// Clean up bullets when they pass off the board
v.stageState.bullets = slices.DeleteFunc(v.stageState.bullets, func(b *ffi.Bullet) bool {
if b.BeyondKillBoundary(tick) {
ffi.DestroyBullet(b)
return true
}
return false
})
// If the player is dead. Decrement the death timer
if v.stageState.deathTimer >= 0 {
v.stageState.deathTimer -= 1
}
if v.stageState.deathTimer == 0 { // If the player's death timer has run out, reset them. 0 is a special deathTimer tick that indicates reset to the clients.
v.stageState.hitCol.UpdatePos(STAGE_WIDTH*0.5, STAGE_HEIGHT-STAGE_HEIGHT*0.1)
v.stageState.grazeCol.UpdatePos(STAGE_WIDTH*0.5, STAGE_HEIGHT-STAGE_HEIGHT*0.1)
v.stageState.updatePlayerPos = true
} else if v.stageState.deathTimer == -1 { // If the player is alive, check if the player collided with a bullet and kill them if so
if slices.ContainsFunc(v.stageState.bullets, func(b *ffi.Bullet) bool {
return b.CollidesWith(v.stageState.hitCol, tick)
}) {
v.stageState.deathTimer = PLAYER_DEATH_TIMER_MAX
} else if slices.ContainsFunc(v.stageState.bullets, func(b *ffi.Bullet) bool { // Otherwise, check the graze col and increment the graze and score
return b.CollidesWith(v.stageState.grazeCol, tick)
}) {
v.stageState.graze += GRAZE_ADDITION_MULTIPLIER
}
}
var newBulletsToBroadcast = []map[string]interface{}{}
if tick%30 == 0 && v.stageState.deathTimer == -1 {
numBullets := 20
spreadAngle := 60.0 // Spread in degrees
startAngle := 90 - (spreadAngle / 2)
bulletSpeed := STAGE_WIDTH / float64(lobbyState.tickRate) / 3
bulletRadiusMult := 0.03
// Define a single spawn point near the top of the screen
spawnX := STAGE_WIDTH / 2 // Centered horizontally
spawnY := STAGE_HEIGHT * 0.1 // 10% from the top
for i := 0; i < numBullets; i++ {
angle := startAngle + (spreadAngle/float64(numBullets-1))*float64(i)
angleRad := angle * (math.Pi / 180.0)
velx := bulletSpeed * math.Cos(angleRad)
vely := bulletSpeed * math.Sin(angleRad)
bullet := ffi.NewLinearBullet(
tick,
spawnX,
spawnY,
bulletRadiusMult*STAGE_WIDTH,
velx,
vely,
)
v.stageState.bullets = append(v.stageState.bullets, bullet)
x, y := bullet.GetPos(tick)
bulletData := map[string]interface{}{
"class": BULLET_LINEAR,
"tick": tick,
"x": x,
"y": y,
"radius_multiplier": bulletRadiusMult,
"vel_x": velx,
"vel_y": vely,
}
newBulletsToBroadcast = append(newBulletsToBroadcast, bulletData)
}
}
hitPosX, hitPosY := v.stageState.hitCol.GetPos()
grazePosX, grazePosY := v.stageState.hitCol.GetPos()
var tickData = GameTickUpdate{
Tick: tick,
PlayerHitPos: map[string]interface{}{
"x": hitPosX,
"y": hitPosY,
"radius_multiplier": PLAYER_HIT_COL_RADIUS_MULTIPLIER,
},
PlayerGrazePos: map[string]interface{}{
"x": grazePosX,
"y": grazePosY,
"radius_multiplier": PLAYER_GRAZE_COL_RADIUS_MULTIPLIER,
},
NewBullets: newBulletsToBroadcast,
ForcePlayerPos: v.stageState.updatePlayerPos,
DeathTimer: v.stageState.deathTimer,
Graze: v.stageState.graze,
}
v.stageState.updatePlayerPos = false
data, err := json.Marshal(tickData)
if err != nil {
logger.Error("Error marshalling bullet data", err)
} else {
reliable := true
dispatcher.BroadcastMessage(STATE_UPDATE, data, nil, nil, reliable)
}
}
return lobbyState
}

View file

@ -2,6 +2,8 @@ package battleroyale
import (
"danmaku/ffi"
"math"
"slices"
)
type PlayerStageState struct {
@ -25,3 +27,93 @@ func NewPlayerStage() *PlayerStageState {
deathTimer: -1,
}
}
func (s *PlayerStageState) Delete() {
for _, bullet := range s.bullets {
ffi.DestroyBullet(bullet)
}
ffi.DestroyCircle(s.hitCol)
ffi.DestroyCircle(s.grazeCol)
}
func (s *PlayerStageState) BoundsCheckedMove(x float64, y float64) {
clampedX := x < 0 || x > STAGE_WIDTH
clampedY := y < 0 || y > STAGE_HEIGHT
x = math.Max(0, math.Min(x, STAGE_WIDTH))
y = math.Max(0, math.Min(y, STAGE_HEIGHT))
s.hitCol.UpdatePos(x, y)
s.grazeCol.UpdatePos(x, y)
if clampedX || clampedY {
s.updatePlayerPos = true
}
}
func (s *PlayerStageState) DeleteBulletsBeyondKillBoundary(tick int64) {
s.bullets = slices.DeleteFunc(s.bullets, func(b *ffi.Bullet) bool {
if b.BeyondKillBoundary(tick) {
ffi.DestroyBullet(b)
return true
}
return false
})
}
func (s *PlayerStageState) CheckDeathState(tick int64) int {
// If the player is dead. Decrement the death timer
if s.deathTimer >= 0 {
s.deathTimer -= 1
}
if s.deathTimer == PLAYER_DEATH_RESET { // If the player's death timer has run out, reset them. 0 is a special deathTimer tick that indicates reset to the clients.
s.hitCol.UpdatePos(STAGE_WIDTH*0.5, STAGE_HEIGHT-STAGE_HEIGHT*0.1)
s.grazeCol.UpdatePos(STAGE_WIDTH*0.5, STAGE_HEIGHT-STAGE_HEIGHT*0.1)
s.updatePlayerPos = true
} else if s.deathTimer == PLAYER_ALIVE { // If the player is alive, check if the player collided with a bullet and kill them if so
if slices.ContainsFunc(s.bullets, func(b *ffi.Bullet) bool {
return b.CollidesWith(s.hitCol, tick)
}) {
s.deathTimer = PLAYER_DEATH_TIMER_MAX
} else if slices.ContainsFunc(s.bullets, func(b *ffi.Bullet) bool { // Otherwise, check the graze col and increment the graze and score
return b.CollidesWith(s.grazeCol, tick)
}) {
s.graze += GRAZE_ADDITION_MULTIPLIER
}
}
return s.deathTimer
}
func (s *PlayerStageState) AddBullet(b *ffi.Bullet) {
s.bullets = append(s.bullets, b)
}
func (s *PlayerStageState) MakeServerTick(tick int64, serializedNewBullets []map[string]any) *ServerTickUpdate {
hitPosX, hitPosY := s.hitCol.GetPos()
grazePosX, grazePosY := s.hitCol.GetPos()
var tickData = ServerTickUpdate{
Tick: tick,
PlayerHitPos: map[string]any{
"x": hitPosX,
"y": hitPosY,
"radius": STAGE_WIDTH * PLAYER_HIT_COL_RADIUS_MULTIPLIER,
},
PlayerGrazePos: map[string]any{
"x": grazePosX,
"y": grazePosY,
"radius": STAGE_WIDTH * PLAYER_GRAZE_COL_RADIUS_MULTIPLIER,
},
NewBullets: serializedNewBullets,
ForcePlayerPos: s.updatePlayerPos,
DeathTimer: s.deathTimer,
Graze: s.graze,
}
// When this is called, we want to transmit updatePlayerPos if it's true once and then reset
s.updatePlayerPos = false
return &tickData
}

View file

@ -0,0 +1,96 @@
package battleroyale
import (
"context"
"database/sql"
"github.com/heroiclabs/nakama-common/runtime"
)
// Run on match start, initializes game state and sets tick rate
func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]any) (any, int, string) {
state := &MatchState{
tickRate: TICK_RATE,
presences: map[string]*PresenceState{},
emptyTicks: 0,
currentMatchPhase: MATCH_LOADING,
}
return state, TICK_RATE, ""
}
// Run when a user attempts to join or rejoin a match. Responsible for deciding whether or not to let them in.
func (m *Match) MatchJoinAttempt(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state any, presence runtime.Presence, metadata map[string]string) (any, bool, string) {
lobbyState, ok := state.(*MatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchJoin.")
return nil, false, "Failed to join match: match does not exist."
}
accepted := true
rejectedMessage := ""
return lobbyState, accepted, rejectedMessage
}
// Run when a user successfully joins a match, registers their presence in the game state
func (m *Match) MatchJoin(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state any, presences []runtime.Presence) any {
lobbyState, ok := state.(*MatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchJoin.")
return nil
}
// Register every new presence associated with the new player
for i := range len(presences) {
lobbyState.presences[presences[i].GetSessionId()] = &PresenceState{
presence: &presences[i],
stageState: NewPlayerStage(),
}
}
return lobbyState
}
// Run when a user successfully leaves a match, de-registers their presence in the game state
func (m *Match) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state any, presences []runtime.Presence) any {
lobbyState, ok := state.(*MatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchLeave.")
return nil
}
// De-register every presence associated with the leaving player
for i := range len(presences) {
sessionID := presences[i].GetSessionId()
playerState, exists := lobbyState.presences[sessionID]
if exists {
playerState.stageState.Delete()
delete(lobbyState.presences, sessionID)
}
}
return lobbyState
}
// Run when a match gets an arbitrary signal from the Nakama runtime (probably from the matchmaker/match lister APIs)
func (m *Match) MatchSignal(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state any, data string) (any, string) {
lobbyState, ok := state.(*MatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchSignal.")
return nil, "Failed to get valid state for return signal"
}
returnMessage := ""
return lobbyState, returnMessage
}
// Run when the server enters the graceful shutdown flow. Gives the match a chance to shutdown cleanly within graceSeconds.
func (m *Match) MatchTerminate(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state any, graceSeconds int) any {
lobbyState, ok := state.(*MatchState)
if !ok {
logger.Error("State is not a valid lobby state object for MatchTerminate.")
return nil
}
return lobbyState
}

View file

@ -0,0 +1,39 @@
package battleroyale
import (
"github.com/heroiclabs/nakama-common/runtime"
)
// Interface for registering match handlers
type Match struct{}
// State for the whole match
type MatchState struct {
tickRate int // MatchLoop invocations per second
currentMatchPhase int // Match phase enum
presences map[string]*PresenceState // List of player connections
emptyTicks int // Counter for terminating an empty match
}
// State for one player connection
type PresenceState struct { // present time! hahahahahahahah!
presence *runtime.Presence // Nakama presence
stageState *PlayerStageState // Per-player application state
}
// Struct to serialize client->server updates
type ClientUpdate struct {
X float64 `json:"x"`
Y float64 `json:"y"`
}
// Struct to serialize server->client updates
type ServerTickUpdate struct {
Tick int64 `json:"tick"`
PlayerHitPos map[string]any `json:"playerHitPos"`
PlayerGrazePos map[string]any `json:"playerGrazePos"`
NewBullets []map[string]any `json:"newBullets"`
ForcePlayerPos bool `json:"forcePlayerPos"`
DeathTimer int `json:"deathTimer"`
Graze int `json:"graze"`
}

View file

@ -12,7 +12,7 @@ import (
func ManualForceCreateBRMatchRPC(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, payload string) (string, error) {
modulename := "battle-royale"
if matchId, err := nk.MatchCreate(ctx, modulename, make(map[string]interface{})); err != nil {
if matchId, err := nk.MatchCreate(ctx, modulename, make(map[string]any)); err != nil {
return "", err
} else {
return matchId, nil