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client.go
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package main
import (
"flag"
"fmt"
"log"
"math"
"os"
"sync"
"time"
"github.com/go-gl/mathgl/mgl32"
"github.com/shurcooL/eX0/eX0-go/packet"
"github.com/shurcooL/go-goon"
)
var (
hostFlag = flag.String("host", "localhost", "Server host (without port) for client to connect to.")
secureFlag = flag.Bool("secure", false, "Secure connection to server (e.g., use wss instead of ws).")
nameFlag = flag.String("name", "Unnamed Player", "Local client player name.")
)
type client struct {
logic *logic
playerID uint8
TargetZMu sync.Mutex
TargetZ float32
serverConn *Connection
sentTimeRequestPacketTimes map[uint8]float64
trpReceived int
shortestLatency float64
shortestLatencyLocalTime float64
shortestLatencyRemoteTime float64
finishedSyncingClock chan struct{}
pongSentTimes map[uint32]time.Time // PingData -> Time.
lastLatencies []uint16 // Index is Player ID. Units are 0.1 ms.
}
func newClient(nw network) *client {
return &client{
logic: newLogic(),
serverConn: nw.newConnection(),
sentTimeRequestPacketTimes: make(map[uint8]float64),
shortestLatency: math.MaxFloat64,
finishedSyncingClock: make(chan struct{}),
pongSentTimes: make(map[uint32]time.Time),
}
}
func (c *client) start() {
c.logic.start()
// Default move provider to use (until view finishes loading and provides its own, if any).
c.logic.Input <- func() packet.Move {
c.TargetZMu.Lock()
z := c.TargetZ
c.TargetZMu.Unlock()
return packet.Move{
MoveDirection: -1,
Z: z,
}
}
c.connectToServer()
}
func (c *client) connectToServer() {
s := c.serverConn
s.nw.dialServer(s)
s.Signature = uint64(time.Now().UnixNano())
{
var p = packet.JoinServerRequest{
TCPHeader: packet.TCPHeader{
Type: packet.JoinServerRequestType,
},
Version: 1,
Passphrase: [16]byte{'s', 'o', 'm', 'e', 'r', 'a', 'n', 'd', 'o', 'm', 'p', 'a', 's', 's', '0', '1'},
Signature: s.Signature,
}
err := sendTCPPacket(s, &p)
if err != nil {
panic(err)
}
}
{
p, err := receiveTCPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
r, ok := p.(packet.JoinServerAccept)
if !ok {
panic(fmt.Errorf("unexpected packet type: %T", p))
}
goon.Dump(r)
state.Lock()
c.playerID = r.YourPlayerID
c.logic.TotalPlayerCount = r.TotalPlayerCount + 1
c.lastLatencies = make([]uint16, c.logic.TotalPlayerCount)
s.JoinStatus = ACCEPTED
state.Unlock()
}
// Upgrade connection to UDP at this point, start listening for UDP packets.
go c.handleUDP(s)
{
// TODO: Try sending multiple times, else it might not get received.
var p packet.Handshake
p.Signature = s.Signature
err := sendUDPPacket(s, &p)
if err != nil {
panic(err)
}
}
{
p, err := receiveTCPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
r, ok := p.(packet.UDPConnectionEstablished)
if !ok {
panic(fmt.Errorf("unexpected packet type: %T", p))
}
goon.Dump(r)
state.Lock()
s.JoinStatus = UDP_CONNECTED
state.Unlock()
}
{
// Start syncing the clock, send a Time Request packet every 50 ms.
go func() {
var sn uint8
for ; ; time.Sleep(50 * time.Millisecond) {
select {
case <-c.finishedSyncingClock:
return
default:
}
var p packet.TimeRequest
p.SequenceNumber = sn
sn++
state.Lock()
c.sentTimeRequestPacketTimes[p.SequenceNumber] = time.Since(c.logic.started).Seconds()
state.Unlock()
err := sendUDPPacket(s, &p)
if err != nil {
panic(err)
}
}
}()
}
{
var p packet.LocalPlayerInfo
p.NameLength = uint8(len(*nameFlag))
p.Name = []byte(*nameFlag)
p.CommandRate = 20
p.UpdateRate = 20
err := sendTCPPacket(s, &p)
if err != nil {
panic(err)
}
state.Lock()
s.JoinStatus = PUBLIC_CLIENT
state.Unlock()
}
{
p, err := receiveTCPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
r, ok := p.(packet.LoadLevel)
if !ok {
panic(fmt.Errorf("unexpected packet type: %T", p))
}
goon.Dump(r)
goon.Dump(string(r.LevelFilename))
if level, err := newLevel(string(r.LevelFilename) + ".wwl"); err != nil {
log.Fatalln("failed to load level:", err)
} else {
c.logic.level = level
}
}
{
p, err := receiveTCPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
r, ok := p.(packet.CurrentPlayersInfo)
if !ok {
panic(fmt.Errorf("unexpected packet type: %T", p))
}
goon.Dump(r)
state.Lock()
c.logic.playersStateMu.Lock()
for id, p := range r.Players {
if p.NameLength == 0 {
continue
}
ps := playerState{
Name: string(p.Name),
Team: p.Team,
Health: 100, // TODO: Transmit information from server; players may have less health.
}
if p.State != nil {
ps.PushAuthed(c.logic, sequencedPlayerPosVel{
playerPosVel: playerPosVel{
X: p.State.X,
Y: p.State.Y,
Z: p.State.Z,
},
SequenceNumber: p.State.CommandSequenceNumber,
})
}
c.logic.playersState[uint8(id)] = ps
}
c.logic.playersStateMu.Unlock()
state.Unlock()
}
{
p, err := receiveTCPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
r, ok := p.(packet.EnterGamePermission)
if !ok {
panic(fmt.Errorf("unexpected packet type: %T", p))
}
goon.Dump(r)
}
<-c.finishedSyncingClock
state.Lock()
s.JoinStatus = IN_GAME
state.Unlock()
fmt.Println("Client connected and joining team.")
{
var p packet.EnteredGameNotification
err := sendTCPPacket(s, &p)
if err != nil {
panic(err)
}
}
{
var p packet.JoinTeamRequest
p.Team = packet.Red
err := sendTCPPacket(s, &p)
if err != nil {
panic(err)
}
}
var debugFirstJoin = true
go func() {
for {
r, err := receiveTCPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
switch r := r.(type) {
case packet.PlayerJoinedServer:
ps := playerState{
Name: string(r.Name),
Team: packet.Spectator,
}
c.logic.playersStateMu.Lock()
c.logic.playersState[r.PlayerID] = ps
c.logic.playersStateMu.Unlock()
fmt.Printf("%v is entering the game.\n", ps.Name)
case packet.PlayerLeftServer:
c.logic.playersStateMu.Lock()
ps := c.logic.playersState[r.PlayerID]
delete(c.logic.playersState, r.PlayerID)
c.logic.playersStateMu.Unlock()
fmt.Printf("%v left the game.\n", ps.Name)
case packet.PlayerJoinedTeam:
state.Lock()
c.logic.playersStateMu.Lock()
logicTime := float64(c.logic.GlobalStateSequenceNumber) + (time.Since(c.logic.started).Seconds()-c.logic.NextTickTime)*commandRate
fmt.Fprintf(os.Stderr, "%.3f: Pl#%v (%q) joined team %v at logic time %.2f/%v [client].\n", time.Since(c.logic.started).Seconds(), r.PlayerID, c.logic.playersState[r.PlayerID].Name, r.Team, logicTime, c.logic.GlobalStateSequenceNumber)
c.logic.playersStateMu.Unlock()
state.Unlock()
if debugFirstJoin {
debugFirstJoin = false
r2 := r
r2.State = &packet.State{CommandSequenceNumber: 123, X: 1.0, Y: 2.0, Z: 3.0} // Override with deterministic value so test passes.
goon.Dump(r2)
}
c.logic.playersStateMu.Lock()
ps := c.logic.playersState[r.PlayerID]
if r.State != nil {
ps.NewSeries()
ps.PushAuthed(c.logic, sequencedPlayerPosVel{
playerPosVel: playerPosVel{
X: r.State.X,
Y: r.State.Y,
Z: r.State.Z,
},
SequenceNumber: r.State.CommandSequenceNumber,
})
ps.Health = 100
if r.PlayerID == c.playerID {
c.TargetZMu.Lock()
c.TargetZ = r.State.Z
c.TargetZMu.Unlock()
}
}
ps.Team = r.Team
c.logic.playersState[r.PlayerID] = ps
c.logic.playersStateMu.Unlock()
fmt.Printf("%v joined %v.\n", ps.Name, ps.Team)
case packet.BroadcastTextMessage:
c.logic.playersStateMu.Lock()
ps := c.logic.playersState[r.PlayerID]
c.logic.playersStateMu.Unlock()
fmt.Printf("%s: %s\n", ps.Name, r.Message)
case packet.PlayerWasHit:
state.Lock() // For logic.started.
gameMoment := gameMoment(time.Since(c.logic.started).Seconds())
state.Unlock()
c.logic.playersStateMu.Lock()
ps, ok := c.logic.playersState[r.PlayerID]
if !ok {
c.logic.playersStateMu.Unlock()
continue
}
ps.Health += r.HealthGiven
if ps.Health < 0 {
ps.Health = 0
}
if ps.Health == 0 {
ps.SetDead(gameMoment, r.PlayerID)
}
c.logic.playersState[r.PlayerID] = ps
c.logic.playersStateMu.Unlock()
fmt.Fprintf(os.Stderr, "[weapons] Player %v was hit for %v.\n", r.PlayerID, r.HealthGiven)
default:
fmt.Println("[client] got unsupported TCP packet type")
}
}
}()
}
func (c *client) handleUDP(s *Connection) {
for {
r, err := receiveUDPPacket2(s, c.logic.TotalPlayerCount)
if err != nil {
panic(err)
}
switch r := r.(type) {
case packet.TimeResponse:
logicTimeAtReceive := time.Since(c.logic.started).Seconds()
c.trpReceived++
if c.trpReceived <= 30 {
state.Lock()
latency := logicTimeAtReceive - c.sentTimeRequestPacketTimes[r.SequenceNumber]
state.Unlock()
if latency <= c.shortestLatency {
c.shortestLatency = latency
c.shortestLatencyLocalTime = logicTimeAtReceive
c.shortestLatencyRemoteTime = r.Time + 0.5*c.shortestLatency // Remote time now is what server said plus half round-trip time.
}
}
if c.trpReceived == 30 {
// Adjust our logic clock.
delta := c.shortestLatencyLocalTime - c.shortestLatencyRemoteTime
state.Lock()
c.logic.started = c.logic.started.Add(time.Duration(delta * float64(time.Second)))
fmt.Fprintf(os.Stderr, "delta: %.3f seconds, started: %v\n", delta, c.logic.started)
logicTime := time.Since(c.logic.started).Seconds()
c.logic.GlobalStateSequenceNumber = uint8(logicTime * commandRate) // TODO: Adjust this (https://github.com/shurcooL/eX0/commit/2d3f33ade3765cfc55f6b31c235ab29adad3a8f2).
c.logic.NextTickTime = 0 // TODO: Adjust this.
for c.logic.NextTickTime+1.0/commandRate < logicTime {
c.logic.NextTickTime += 1.0 / commandRate
}
state.Unlock()
close(c.finishedSyncingClock)
}
case packet.Ping:
copy(c.lastLatencies, r.LastLatencies)
{
var p packet.Pong
p.PingData = r.PingData
c.pongSentTimes[r.PingData] = time.Now()
err := sendUDPPacket(s, &p)
if err != nil {
panic(err)
}
}
case packet.Pung:
localTimeAtPungReceive := time.Now()
{
// Get the time sent of the matching Pong packet.
if localTimeAtPongSend, ok := c.pongSentTimes[r.PingData]; ok {
delete(c.pongSentTimes, r.PingData)
// Calculate own latency and update it on the scoreboard.
latency := localTimeAtPungReceive.Sub(localTimeAtPongSend)
log.Printf("Latency %.5f ms %v.\n", latency.Seconds()*1000, c.lastLatencies)
}
}
case packet.ServerUpdate:
// TODO: Verify r.CurrentUpdateSequenceNumber.
c.logic.playersStateMu.Lock()
for id, pu := range r.PlayerUpdates {
if pu.ActivePlayer != 0 {
ps := c.logic.playersState[uint8(id)]
ps.PushAuthed(c.logic, sequencedPlayerPosVel{
playerPosVel: playerPosVel{
X: pu.State.X,
Y: pu.State.Y,
Z: pu.State.Z,
},
SequenceNumber: pu.State.CommandSequenceNumber,
})
c.logic.playersState[uint8(id)] = ps
}
}
c.logic.playersStateMu.Unlock()
case packet.WeaponAction:
switch r.Action {
case packet.Fire:
// TODO: In the future, go through a player.weapon.fire() abstraction
// rather than creating bullets directly here ourselves.
// Find where the player was at the time the weapon fired.
c.logic.playersStateMu.Lock()
ps, ok := c.logic.playersState[r.PlayerID]
c.logic.playersStateMu.Unlock()
if !ok {
continue
}
pos := ps.interpolated(gameMoment(r.Time))
vel := mgl32.Vec2{float32(math.Sin(float64(r.Z))), float32(math.Cos(float64(r.Z)))}.Mul(10) //275
c.logic.particleSystem.Add(mgl32.Vec2{pos.X, pos.Y}, vel, r.Time, 3)
default:
goon.DumpExpr(r)
}
default:
fmt.Println("[client] got unsupported UDP packet type")
}
}
}