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Danmaku/server/game-modes/battle-royale/game-loop.go

82 lines
2.6 KiB
Go

package battleroyale
import (
"context"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
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 StorePlayerInputs(lobbyState *MatchState, messages []runtime.MatchData, logger *runtime.Logger, tick int64) {
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
}
var update ClientUpdate
if err := json.Unmarshal(msg.GetData(), &update); err != nil {
(*logger).Warn("Failed to parse input: %v", err)
continue
}
// Store the input in the player's stage state
lobbyState.presences[msg.GetSessionId()].stageState.playerInputs = append(lobbyState.presences[msg.GetSessionId()].stageState.playerInputs, &update)
}
}
func BroadcastToPresences(tick int64, lobbyState *MatchState, logger *runtime.Logger, dispatcher *runtime.MatchDispatcher) {
for _, v := range lobbyState.presences {
var tickData = v.stageState.MakeServerTick(tick)
data, err := json.Marshal(tickData)
if err != nil {
(*logger).Error("Error marshalling bullet data", err)
} else {
reliable := false
(*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
}
StorePlayerInputs(lobbyState, messages, &logger, tick)
for _, playerState := range lobbyState.presences {
playerState.stageState.MarkBulletsBeyondKillBoundary(tick)
playerState.stageState.ProcessPlayerInputs(tick)
playerState.stageState.HandleDeath(tick)
playerState.stageState.CleanupOldBullets(tick)
}
BroadcastToPresences(tick, lobbyState, &logger, &dispatcher)
return lobbyState
}