319 lines
9.9 KiB
Go
319 lines
9.9 KiB
Go
package main
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/*
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#cgo CFLAGS: -I ${SRCDIR}/lib
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#cgo LDFLAGS: -L ${SRCDIR}/lib -l ffi_wrapper
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#include "ffi-wrapper.h"
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#include <stdlib.h>
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*/
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import "C"
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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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"math"
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"math/rand"
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"slices"
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"github.com/heroiclabs/nakama-common/runtime"
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)
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const (
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MATCH_LOADING = iota
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MATCH_START
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STATE_UPDATE
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FINAL_PHASE
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MATCH_END
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)
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const (
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BULLET_LINEAR = 0
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)
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const (
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STAGE_WIDTH float64 = 90.0
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STAGE_HEIGHT float64 = 160.0
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BULLET_KILL_BUFFER_WIDTH float64 = 16.0
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)
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// Interface for registering match handlers
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type BattleRoyaleMatch struct{}
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type Position struct {
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X float64 `json:"x"`
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Y float64 `json:"y"`
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}
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type PlayerStageState struct {
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pos Position
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bullets []*C.Bullet
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updatePlayerPos bool
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}
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type GameTickUpdate struct {
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Tick int64 `json:"tick"`
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PlayerPos Position `json:"playerPos"`
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NewBullets []map[string]interface{} `json:"newBullets"`
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ForcePlayerPos bool `json:"forcePlayerPos"`
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}
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type PresenceState struct { // present time! hahahahahahahah!
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presence runtime.Presence
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stageState PlayerStageState
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}
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type BattleRoyaleMatchState struct {
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tickRate int
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currentMatchPhase int
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presences map[string]*PresenceState
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emptyTicks int
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}
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// Run on match start, initializes game state and sets tick rate
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func (m *BattleRoyaleMatch) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
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tickRate := 20 // MatchLoop invocations per second
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state := &BattleRoyaleMatchState{
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tickRate: tickRate,
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presences: map[string]*PresenceState{},
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emptyTicks: 0,
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currentMatchPhase: MATCH_LOADING,
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}
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label := ""
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return state, tickRate, label
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}
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// Run when a user attempts to join or rejoin a match. Responsible for deciding whether or not to let them in.
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func (m *BattleRoyaleMatch) 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) {
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lobbyState, ok := state.(*BattleRoyaleMatchState)
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if !ok {
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logger.Error("State is not a valid lobby state object for MatchJoin.")
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return nil, false, "Failed to join match: match does not exist."
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}
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accepted := true
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rejectedMessage := ""
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return lobbyState, accepted, rejectedMessage
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}
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// Run when a user successfully joins a match, registers their presence in the game state
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func (m *BattleRoyaleMatch) MatchJoin(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presences []runtime.Presence) interface{} {
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lobbyState, ok := state.(*BattleRoyaleMatchState)
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if !ok {
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logger.Error("State is not a valid lobby state object for MatchJoin.")
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return nil
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}
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for i := 0; i < len(presences); i++ {
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lobbyState.presences[presences[i].GetSessionId()] = &PresenceState{
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presence: presences[i],
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stageState: PlayerStageState{
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pos: Position{
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X: STAGE_WIDTH * 0.5,
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Y: STAGE_HEIGHT - STAGE_HEIGHT*0.1,
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},
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bullets: []*C.Bullet{},
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updatePlayerPos: false,
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},
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}
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}
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return lobbyState
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}
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// Run when a user successfully leaves a match, de-registers their presence in the game state
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func (m *BattleRoyaleMatch) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presences []runtime.Presence) interface{} {
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lobbyState, ok := state.(*BattleRoyaleMatchState)
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if !ok {
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logger.Error("State is not a valid lobby state object for MatchLeave.")
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return nil
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}
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for i := 0; i < len(presences); i++ {
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sessionID := presences[i].GetSessionId()
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playerState, exists := lobbyState.presences[sessionID]
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if exists {
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for _, bullet := range playerState.stageState.bullets {
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C.destroy_bullet(bullet)
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}
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delete(lobbyState.presences, sessionID)
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}
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}
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return lobbyState
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}
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// Run when a match gets an arbitrary signal from the Nakama runtime (probably from the matchmaker/match lister APIs)
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func (m *BattleRoyaleMatch) MatchSignal(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, data string) (interface{}, string) {
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lobbyState, ok := state.(*BattleRoyaleMatchState)
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if !ok {
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logger.Error("State is not a valid lobby state object for MatchSignal.")
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return nil, "Failed to get valid state for return signal"
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}
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returnMessage := ""
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return lobbyState, returnMessage
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}
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// Run when the server enters the graceful shutdown flow. Gives the match a chance to shutdown cleanly within graceSeconds.
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func (m *BattleRoyaleMatch) MatchTerminate(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, graceSeconds int) interface{} {
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lobbyState, ok := state.(*BattleRoyaleMatchState)
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if !ok {
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logger.Error("State is not a valid lobby state object for MatchTerminate.")
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return nil
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}
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return lobbyState
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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 *BattleRoyaleMatch) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, messages []runtime.MatchData) interface{} {
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lobbyState, ok := state.(*BattleRoyaleMatchState)
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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 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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return nil
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}
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// Respond to player input
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for _, msg := range messages {
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// Validate player existence
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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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// Parse player message
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var pos Position
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if err := json.Unmarshal(msg.GetData(), &pos); 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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// Player movement bounds detection
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clampedX := pos.X < 0 || pos.X > STAGE_WIDTH
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clampedY := pos.Y < 0 || pos.Y > STAGE_HEIGHT
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pos.X = math.Max(0, math.Min(pos.X, STAGE_WIDTH))
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pos.Y = math.Max(0, math.Min(pos.Y, STAGE_HEIGHT))
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lobbyState.presences[msg.GetSessionId()].stageState.pos.X = pos.X
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lobbyState.presences[msg.GetSessionId()].stageState.pos.Y = pos.Y
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if clampedX || clampedY {
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lobbyState.presences[msg.GetSessionId()].stageState.updatePlayerPos = true
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}
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}
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// Compute and broadcast per-presence state
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for _, v := range lobbyState.presences {
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// Clean up bullets when they pass off the board
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v.stageState.bullets = slices.DeleteFunc(v.stageState.bullets, func(b *C.Bullet) bool {
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if C.bullet_beyond_kill_boundary(b, C.int64_t(tick)) {
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C.destroy_bullet(b)
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return true
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}
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return false
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})
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var newBulletsToBroadcast = []map[string]interface{}{}
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// Test bullet spawning
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if tick%1 == 0 {
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velx := rand.Float64()*(STAGE_WIDTH/float64(lobbyState.tickRate)) + 1.0
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vely := rand.Float64()*(STAGE_WIDTH/float64(lobbyState.tickRate)) + 1.0
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vel_x_sign := 2*rand.Intn(2) - 1
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vel_y_sign := 2*rand.Intn(2) - 1
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bullet := C.new_bullet(
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C.uint8_t(BULLET_LINEAR),
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C.int64_t(tick),
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C.double(STAGE_WIDTH*rand.Float64()),
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C.double(STAGE_HEIGHT*rand.Float64()),
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C.double(float64(vel_x_sign)*velx),
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C.double(float64(vel_y_sign)*vely),
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)
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v.stageState.bullets = append(v.stageState.bullets, bullet)
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var x, y C.double
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C.bullet_get_current_pos(bullet, C.int64_t(tick), &x, &y)
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bulletData := map[string]interface{}{
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"class": BULLET_LINEAR,
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"tick": tick,
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"x": float64(x),
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"y": float64(y),
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"vel_x": float64(vel_x_sign) * velx,
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"vel_y": float64(vel_y_sign) * vely,
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}
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newBulletsToBroadcast = append(newBulletsToBroadcast, bulletData)
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}
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var tickData = GameTickUpdate{
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Tick: tick,
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PlayerPos: Position{
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X: v.stageState.pos.X,
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Y: v.stageState.pos.Y,
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},
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NewBullets: newBulletsToBroadcast,
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ForcePlayerPos: v.stageState.updatePlayerPos,
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}
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v.stageState.updatePlayerPos = false
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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 := true
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dispatcher.BroadcastMessage(STATE_UPDATE, data, nil, nil, reliable)
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}
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}
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return lobbyState
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}
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// RPC for force-creating a match for debugging/development, separate from the matchmaking process
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func ManualForceCreateBRMatchRPC(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, payload string) (string, error) {
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modulename := "battle-royale"
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if matchId, err := nk.MatchCreate(ctx, modulename, make(map[string]interface{})); err != nil {
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return "", err
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} else {
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return matchId, nil
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}
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}
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// main function for hooking into the nakama runtime, responsible for setting up all handlers
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func InitModule(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, initializer runtime.Initializer) error {
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// Register handlers for match lifecycle
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if err := initializer.RegisterMatch("battle-royale", func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule) (runtime.Match, error) {
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return &BattleRoyaleMatch{}, nil
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}); err != nil {
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logger.Error("Unable to register match handler: %v", nil)
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return err
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}
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// Register RPCs
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if err := initializer.RegisterRpc("manual_force_create_br_match_rpc", ManualForceCreateBRMatchRPC); err != nil {
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logger.Error("Unable to register: %v", err)
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return err
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}
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return nil
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}
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