Implement server-side movement

This commit is contained in:
2020-08-21 00:25:31 -04:00
parent 6e95246b83
commit 439eeac8a5
3 changed files with 92 additions and 16 deletions

View File

@ -3,6 +3,7 @@ package control
import (
"context"
"database/sql"
"fmt"
"github.com/heroiclabs/nakama-common/runtime"
"github.com/josephbmanley/family/server/plugin/entities"
"github.com/josephbmanley/family/server/plugin/gamemap"
@ -17,6 +18,8 @@ type OpCode int64
const (
// OpCodeTileUpdate is used for tile updates
OpCodeTileUpdate = 1
// OpCodeUpdatePosition is used for player position updates
OpCodeUpdatePosition = 2
)
// Match is the object registered
@ -32,6 +35,15 @@ type MatchState struct {
worldMap *gamemap.WorldMap
}
// GetPrecenseList returns an array of current precenes in an array
func (state *MatchState) GetPrecenseList() []runtime.Presence {
precenseList := []runtime.Presence{}
for _, precense := range state.presences {
precenseList = append(precenseList, precense)
}
return precenseList
}
// MatchInit is called when a new match is created
func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
@ -79,8 +91,9 @@ func (m *Match) MatchJoin(ctx context.Context, logger runtime.Logger, db *sql.DB
mState.presences[precense.GetUserId()] = precense
player := entities.PlayerEntity{
X: 16,
Y: 16,
X: 16,
Y: 16,
Presence: precense,
}
mState.players[precense.GetUserId()] = player
@ -108,18 +121,32 @@ func (m *Match) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.D
}
for _, presence := range presences {
delete(mState.presences, presence.GetUserId())
delete(mState.players, presence.GetUserId())
}
return mState
}
// MatchLoop is code that is executed every tick
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{} {
// Custom code to:
// - Process the messages received.
// - Update the match state based on the messages and time elapsed.
// - Broadcast new data messages to match participants.
mState, ok := state.(*MatchState)
if !ok {
logger.Error("Invalid match state on leave!")
return state
}
for _, message := range messages {
if message.GetOpCode() == OpCodeUpdatePosition {
player := mState.players[message.GetUserId()]
return state
if response, err := player.ParsePositionRequest(message.GetData()); err == nil {
player.UpdateBasedOnResponse(response)
dispatcher.BroadcastMessage(OpCodeUpdatePosition, []byte{}, mState.GetPrecenseList(), player.Presence, false)
logger.Info("Yes")
} else {
logger.Error(fmt.Sprintf("Failed to parse update pos request: %s", err.Error))
}
}
}
return mState
}
// MatchTerminate is code that is executed when the match ends