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Danmaku/server/main.go

319 lines
9.9 KiB
Go

package main
/*
#cgo CFLAGS: -I ${SRCDIR}/lib
#cgo LDFLAGS: -L ${SRCDIR}/lib -l ffi_wrapper
#include "ffi-wrapper.h"
#include <stdlib.h>
*/
import "C"
import (
"context"
"database/sql"
"encoding/json"
"math"
"math/rand"
"slices"
"github.com/heroiclabs/nakama-common/runtime"
)
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
)
// Interface for registering match handlers
type BattleRoyaleMatch struct{}
type Position struct {
X float64 `json:"x"`
Y float64 `json:"y"`
}
type PlayerStageState struct {
pos Position
bullets []*C.Bullet
updatePlayerPos bool
}
type GameTickUpdate struct {
Tick int64 `json:"tick"`
PlayerPos Position `json:"playerPos"`
NewBullets []map[string]interface{} `json:"newBullets"`
ForcePlayerPos bool `json:"forcePlayerPos"`
}
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 *BattleRoyaleMatch) 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 *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) {
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 *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{} {
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: PlayerStageState{
pos: Position{
X: STAGE_WIDTH * 0.5,
Y: STAGE_HEIGHT - STAGE_HEIGHT*0.1,
},
bullets: []*C.Bullet{},
updatePlayerPos: true,
},
}
}
return lobbyState
}
// Run when a user successfully leaves a match, de-registers their presence in the game state
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{} {
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 {
C.destroy_bullet(bullet)
}
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 *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) {
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 *BattleRoyaleMatch) 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 *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{} {
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 pos Position
if err := json.Unmarshal(msg.GetData(), &pos); err != nil {
logger.Warn("Failed to parse input: %v", err)
continue
}
// Player movement bounds detection
clampedX := pos.X < 0 || pos.X > STAGE_WIDTH
clampedY := pos.Y < 0 || pos.Y > STAGE_HEIGHT
pos.X = math.Max(0, math.Min(pos.X, STAGE_WIDTH))
pos.Y = math.Max(0, math.Min(pos.Y, STAGE_HEIGHT))
lobbyState.presences[msg.GetSessionId()].stageState.pos.X = pos.X
lobbyState.presences[msg.GetSessionId()].stageState.pos.Y = pos.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 *C.Bullet) bool {
if C.bullet_beyond_kill_boundary(b, C.int64_t(tick)) {
C.destroy_bullet(b)
return true
}
return false
})
var newBulletsToBroadcast = []map[string]interface{}{}
// Test bullet spawning
if tick%10 == 0 {
velx := (rand.Float64() * STAGE_WIDTH) / float64(lobbyState.tickRate)
vely := (rand.Float64() * STAGE_WIDTH) / float64(lobbyState.tickRate)
vel_x_sign := 2*rand.Intn(2) - 1
vel_y_sign := 2*rand.Intn(2) - 1
bullet := C.new_bullet(
C.uint8_t(BULLET_LINEAR),
C.int64_t(tick),
C.double(STAGE_WIDTH*rand.Float64()),
C.double(STAGE_HEIGHT*rand.Float64()),
C.double(float64(vel_x_sign)*velx),
C.double(float64(vel_y_sign)*vely),
)
v.stageState.bullets = append(v.stageState.bullets, bullet)
var x, y C.double
C.bullet_get_current_pos(bullet, C.int64_t(tick), &x, &y)
bulletData := map[string]interface{}{
"class": BULLET_LINEAR,
"tick": tick,
"x": float64(x),
"y": float64(y),
"vel_x": float64(vel_x_sign) * velx,
"vel_y": float64(vel_y_sign) * vely,
}
newBulletsToBroadcast = append(newBulletsToBroadcast, bulletData)
}
var tickData = GameTickUpdate{
Tick: tick,
PlayerPos: Position{
X: v.stageState.pos.X,
Y: v.stageState.pos.Y,
},
NewBullets: newBulletsToBroadcast,
ForcePlayerPos: v.stageState.updatePlayerPos,
}
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
}
// RPC for force-creating a match for debugging/development, separate from the matchmaking process
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 {
return "", err
} else {
return matchId, nil
}
}
// main function for hooking into the nakama runtime, responsible for setting up all handlers
func InitModule(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, initializer runtime.Initializer) error {
// Register handlers for match lifecycle
if err := initializer.RegisterMatch("battle-royale", func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule) (runtime.Match, error) {
return &BattleRoyaleMatch{}, nil
}); err != nil {
logger.Error("Unable to register match handler: %v", nil)
return err
}
// Register RPCs
if err := initializer.RegisterRpc("manual_force_create_br_match_rpc", ManualForceCreateBRMatchRPC); err != nil {
logger.Error("Unable to register: %v", err)
return err
}
return nil
}