82 lines
2.5 KiB
Go
82 lines
2.5 KiB
Go
package battleroyale
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import (
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"context"
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"database/sql"
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"encoding/json"
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"github.com/heroiclabs/nakama-common/runtime"
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)
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func CheckMatchTerminate(lobbyState *MatchState, logger *runtime.Logger) bool {
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// If we have no presences in the match according to the match state, increment the empty ticks count
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if len(lobbyState.presences) == 0 {
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lobbyState.emptyTicks++
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}
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// If the match has been empty for more than 100 ticks, end the match by returning nil
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if lobbyState.emptyTicks > 100 {
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(*logger).Info("Match terminated due to empty lobby.")
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return true
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}
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return false
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}
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func StorePlayerInputs(lobbyState *MatchState, messages []runtime.MatchData, logger *runtime.Logger, tick int64) {
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for _, msg := range messages {
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_, exists := lobbyState.presences[msg.GetSessionId()]
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if !exists {
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(*logger).Warn("Received input for non-existent player session ID: %v", msg.GetSessionId())
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continue
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}
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var newInput ClientUpdate
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if err := json.Unmarshal(msg.GetData(), &newInput); err != nil {
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(*logger).Warn("Failed to parse input: %v", err)
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continue
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}
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// Store the input in the player's stage state if it arrived in time
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if tick-newInput.Tick < GRACE_WINDOW_TICKS {
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lobbyState.presences[msg.GetSessionId()].stageState.playerInputs = append(lobbyState.presences[msg.GetSessionId()].stageState.playerInputs, &newInput)
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}
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}
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}
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func BroadcastToPresences(tick int64, lobbyState *MatchState, logger *runtime.Logger, dispatcher *runtime.MatchDispatcher) {
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for _, v := range lobbyState.presences {
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var tickData = v.stageState.SimulateAndMakeServerTick(tick)
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data, err := json.Marshal(tickData)
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if err != nil {
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(*logger).Error("Error marshalling bullet data", err)
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} else {
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reliable := false
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(*dispatcher).BroadcastMessage(STATE_UPDATE, data, nil, nil, reliable)
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}
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}
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}
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// Main game loop, executed at tickRate per second specified in MatchInit
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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 {
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lobbyState, ok := state.(*MatchState)
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if !ok {
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logger.Error("State is not a valid lobby state object for MatchLoop.")
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return nil
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}
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if CheckMatchTerminate(lobbyState, &logger) {
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return nil
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}
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StorePlayerInputs(lobbyState, messages, &logger, tick)
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for _, playerState := range lobbyState.presences {
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playerState.stageState = playerState.stageState.ResolveLockedInState(tick)
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}
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BroadcastToPresences(tick, lobbyState, &logger, &dispatcher)
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return lobbyState
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}
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