package sim import ( "fmt" "time" "github.com/gorilla/websocket" "github.com/jordanorelli/astro-domu/internal/math" "github.com/jordanorelli/astro-domu/internal/wire" "github.com/jordanorelli/blammo" ) // world is the entire simulated world. A world consists of many rooms. type world struct { *blammo.Log inbox chan Request connect chan connect nextID chan int done chan bool lastEntityID int rooms map[string]*room players map[string]*player } type connect struct { conn *websocket.Conn login wire.Login failed chan error } func newWorld(log *blammo.Log) *world { bounds := math.CreateRect(10, 10) foyer := room{ Log: log.Child("foyer"), name: "foyer", Rect: bounds, tiles: make([]tile, bounds.Area()), players: make(map[string]*player), } foyer.addEntity(&entity{ ID: -1, Position: math.Vec{5, 4}, Glyph: 'd', solid: true, behavior: doNothing{}, }) foyer.addEntity(&entity{ ID: -2, Position: math.Vec{9, 0}, Glyph: '+', behavior: doNothing{}, }) foyer.addEntity(&entity{ ID: -3, Position: math.Vec{9, 1}, Glyph: '-', behavior: doNothing{}, }) foyer.addEntity(&entity{ ID: -4, Position: math.Vec{9, 5}, Glyph: '◇', behavior: &door{ Log: log.Child("door"), to: "hall", exit: -5, }, }) hall := room{ Log: log.Child("hall"), name: "hall", Rect: math.CreateRect(20, 4), tiles: make([]tile, 80), players: make(map[string]*player), } hall.addEntity(&entity{ ID: -5, Position: math.Vec{0, 2}, Glyph: '◇', behavior: &door{ Log: log.Child("door"), to: "foyer", exit: -4, }, }) kitchen := room{ Log: log.Child("kitchen"), name: "kitchen", Rect: math.CreateRect(6, 12), tiles: make([]tile, 72), players: make(map[string]*player), } foyer.addEntity(&entity{ ID: -6, Position: math.Vec{9, 7}, Glyph: '◇', behavior: &door{ Log: log.Child("door"), to: "kitchen", exit: -7, }, }) kitchen.addEntity(&entity{ ID: -7, Position: math.Vec{0, 2}, Glyph: '◇', behavior: &door{ Log: log.Child("door"), to: "foyer", exit: -6, }, }) log.Info("created foyer with bounds: %#v having width: %d height: %d area: %d", foyer.Rect, foyer.Width, foyer.Height, foyer.Area()) return &world{ Log: log, rooms: map[string]*room{ "foyer": &foyer, "hall": &hall, "kitchen": &kitchen, }, done: make(chan bool), inbox: make(chan Request), connect: make(chan connect), players: make(map[string]*player), nextID: make(chan int), } } func (w *world) run(hz int) { defer w.Info("simulation has exited run loop") go func() { lastID := 1 for { select { case <-w.done: return case w.nextID <- lastID: lastID++ } } }() period := time.Second / time.Duration(hz) w.Info("starting world with a tick rate of %dhz, frame duration of %v", hz, period) ticker := time.NewTicker(period) lastTick := time.Now() for { select { case c := <-w.connect: w.register(c) w.Info("finished registration for: %v", c) case req := <-w.inbox: w.Info("read request off of inbox: %v", req) w.handleRequest(req) w.Info("finished handling request: %v", req) case <-ticker.C: w.tick(time.Since(lastTick)) lastTick = time.Now() case <-w.done: for _, p := range w.players { p.stop <- true } return } } } func (w *world) handleRequest(req Request) { w.Info("read from inbox: %v", req) if req.From == "" { w.Error("request has no from: %v", req) return } p, ok := w.players[req.From] if !ok { w.Error("received non login request of type %T from unknown player %q", req.Wants, req.From) return } if p.pending == nil { p.pending = &req } else { p.outbox <- wire.ErrorResponse(req.Seq, "you already have a request for this frame") } } func (w *world) register(c connect) { w.Info("register: %#v", c.login) r := w.rooms["foyer"] if hall, ok := w.rooms["hall"]; ok { if len(hall.players) < len(r.players) { r = hall } } if len(r.players) >= 100 { c.failed <- fmt.Errorf("room is full") close(c.failed) return } p := player{ Log: w.Log.Child("players").Child(c.login.Name), name: c.login.Name, outbox: make(chan wire.Response, 8), pending: &Request{ From: c.login.Name, Seq: 90, Wants: &spawnPlayer{}, }, } r.players[c.login.Name] = &p w.players[c.login.Name] = &p w.Info("starting player...") p.start(w.inbox, c.conn, r) } func (w *world) stop() error { w.Info("stopping simulation") w.done <- true w.Info("simulation stopped") return nil } func (w *world) tick(d time.Duration) { // run all player effects for _, r := range w.rooms { for _, p := range r.players { if p.pending == nil { continue } req := p.pending p.pending = nil res := req.Wants.exec(w, r, p, req.Seq) if res.reply != nil { p.send(wire.Response{Re: req.Seq, Body: res.reply}) } else { p.send(wire.Response{Re: req.Seq, Body: wire.OK{}}) } } } // run all object updates for _, r := range w.rooms { for _, t := range r.tiles { t.update(d) } } // check all overlapping entities for _, r := range w.rooms { for _, t := range r.tiles { t.overlaps() } } // send frame data to all players for _, r := range w.rooms { frame := wire.Frame{ RoomName: r.name, RoomSize: r.Rect, Entities: r.allEntities(), Players: r.playerAvatars(), } delta := r.lastFrame.Diff(frame) if delta != nil { w.Info("%s delta: %s", r.name, delta) } r.lastFrame = frame for _, p := range r.players { switch { case p.fullSync: p.send(wire.Response{Body: frame}) p.fullSync = false case delta != nil: p.send(wire.Response{Body: delta}) } } } }