start game logic and pong physics
This commit is contained in:
@@ -0,0 +1,272 @@
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package pong
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import (
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"fmt"
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"log"
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"net"
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"strconv"
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"strings"
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"time"
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"golang.org/x/exp/rand"
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"google.golang.org/protobuf/proto"
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)
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type GameClient struct {
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Username string
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Conn net.Conn
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}
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var player1 GameClient
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var player2 GameClient
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var ingress chan *ClientUpdateRequest
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var egress chan *ServerUpdateMessage
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const posXBound = 50
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const negXBound = posXBound * -1
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const posYBound = 50
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const negYBound = posYBound * -1
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func StartGame(conn1, conn2 net.Conn, username1, username2 string) {
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player1 = GameClient{
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Username: username1,
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Conn: conn1,
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}
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player2 = GameClient{
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Username: username2,
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Conn: conn2,
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}
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time.Sleep(1 * time.Second)
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broadcastUpdate(&ServerUpdateMessage{
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Type: "message",
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Value: "Ready...",
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})
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time.Sleep(1 * time.Second)
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broadcastUpdate(&ServerUpdateMessage{
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Type: "message",
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Value: "Set...",
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})
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time.Sleep(1 * time.Second)
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broadcastUpdate(&ServerUpdateMessage{
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Type: "message",
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Value: "Go!",
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})
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time.Sleep(1 * time.Second)
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bv := float32(rand.Intn(2)*2 - 1)
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state := GameState{
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Score: map[string]int{player1.Username: 0, player2.Username: 0},
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Player1: Player{
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client: player1,
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Pos: Vector{
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X: -50,
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Y: 0,
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},
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Size: Vector{
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X: 1,
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Y: 10,
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},
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Speed: 0,
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},
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Player2: Player{
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client: player2,
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Pos: Vector{
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X: 50,
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Y: 0,
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},
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Size: Vector{
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X: 1,
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Y: 10,
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},
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Speed: 0,
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},
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Ball: Ball{
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Pos: Vector{
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X: 0,
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Y: 0,
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},
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Vel: Vector{
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X: bv,
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Y: 0,
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},
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},
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}
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go gameLoop(state)
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}
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func gameLoop(state GameState) {
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// Player 1 read loop
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go func() {
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for {
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bytes := make([]byte, 512)
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n, err := state.Player1.client.Conn.Read(bytes)
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msg := &ClientUpdateRequest{}
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err = proto.Unmarshal(bytes[:n], msg)
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if err != nil {
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log.Println("error reading player 1's update request:", err)
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return
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}
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msg.Player = 1
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ingress <- msg
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}
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}()
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// Player 2 read loop
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go func() {
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for {
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bytes := make([]byte, 512)
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n, err := state.Player2.client.Conn.Read(bytes)
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msg := &ClientUpdateRequest{}
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err = proto.Unmarshal(bytes[:n], msg)
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if err != nil {
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log.Println("error reading player 2's update request:", err)
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return
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}
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msg.Player = 2
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ingress <- msg
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}
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}()
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go func() {
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for {
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msg := <-egress
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broadcastUpdate(msg)
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}
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}()
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ticker := time.NewTicker(time.Second / 64)
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for {
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select {
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case msg := <-ingress:
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err := handlePlayerRequest(&state, msg)
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if err != nil {
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fmt.Println("FUCK!~", err)
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}
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case _ = <-ticker.C:
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update := process(&state)
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egress <- &update
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}
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}
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}
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func process(state *GameState) ServerUpdateMessage {
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// Move ball
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// Check if ball is out of bounds
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// if out of bounds y,
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// bounce by inverting y velocity and finding difference from bounds to out and reflect distance
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// if out of bounds x,
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// check if paddle is nearby, bounce by inverting and finding the remaining distance to the new position.
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// or adjust score and ball position
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state.Ball.Pos.X = state.Ball.Pos.X + state.Ball.Vel.X
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state.Ball.Pos.Y = state.Ball.Pos.Y + state.Ball.Vel.Y
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if state.Ball.Pos.Y >= posYBound-1 && state.Ball.Vel.Y > 0 {
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state.Ball.Pos.Y = (posYBound - 1) - (state.Ball.Pos.Y - (posYBound - 1))
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state.Ball.Vel.Y = state.Ball.Vel.Y * -1
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}
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if state.Ball.Pos.Y <= negYBound+1 && state.Ball.Vel.Y < 0 {
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state.Ball.Pos.Y = (negYBound + 1) - (state.Ball.Pos.Y - (negYBound + 1))
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state.Ball.Vel.Y = state.Ball.Vel.Y * -1
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}
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// If the ball is within 1 pixel of x bounds and heading to the left (Player 1)
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if state.Ball.Pos.X <= negXBound+1 && state.Ball.Vel.X < 0 {
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// Paddle hit!
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if state.Ball.Pos.Y <= state.Player1.Pos.Y+state.Player1.Size.Y && state.Ball.Pos.Y >= state.Player1.Pos.Y-state.Player1.Size.Y {
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state.Ball.Pos.X = (negXBound + 1) - (state.Ball.Pos.X - (negXBound + 1))
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state.Ball.Vel.X = state.Ball.Vel.X * -1.001
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angleTweak := (state.Ball.Pos.Y - state.Player2.Pos.Y) / (state.Player2.Size.Y / 2)
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state.Ball.Vel.Y = state.Ball.Vel.Y * angleTweak
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} else {
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state.Ball.Pos.X = 0
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state.Ball.Pos.Y = 0
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state.Ball.Vel.X = 1
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state.Ball.Vel.Y = 0
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if state.Score[player2.Username] >= 9 {
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return ServerUpdateMessage{
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Type: "gameover",
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Value: player2.Username,
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}
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}
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state.Score[player2.Username] = state.Score[player2.Username] + 1
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}
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}
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// If the ball is within 1 pixel of x bounds and heading towards player2 (to the right)
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if state.Ball.Pos.X > posXBound-1 && state.Ball.Vel.X > 0 {
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// Paddle hit!
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if state.Ball.Pos.Y <= state.Player2.Pos.Y+state.Player2.Size.Y && state.Ball.Pos.Y >= state.Player2.Pos.Y-state.Player2.Size.Y {
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state.Ball.Pos.X = (posXBound - 1) - (state.Ball.Pos.X - (posXBound - 1))
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state.Ball.Vel.X = state.Ball.Vel.X * -1.001
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angleTweak := (state.Ball.Pos.Y - state.Player2.Pos.Y) / (state.Player2.Size.Y / 2)
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state.Ball.Vel.Y = state.Ball.Vel.Y * angleTweak
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} else {
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state.Ball.Pos.X = 0
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state.Ball.Pos.Y = 0
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state.Ball.Vel.X = -1
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state.Ball.Vel.Y = 0
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if state.Score[player1.Username] >= 9 {
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return ServerUpdateMessage{
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Type: "gameover",
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Value: player1.Username,
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}
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}
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state.Score[player1.Username] = state.Score[player1.Username] + 1
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}
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}
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return ServerUpdateMessage{}
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}
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func handlePlayerRequest(state *GameState, msg *ClientUpdateRequest) error {
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switch msg.Type {
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case "player_pos":
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if msg.Player == 1 {
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pos := strings.Split(msg.Value, " ")
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x, err := strconv.ParseFloat(pos[0], 32)
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if err != nil {
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fmt.Println("Got weird position update for x", err)
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}
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y, err := strconv.ParseFloat(pos[1], 32)
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if err != nil {
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fmt.Println("Got weird position update for y", err)
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}
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state.Player1.Pos = Vector{
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X: float32(x),
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Y: float32(y),
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}
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}
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default:
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fmt.Println("Got unhandled update", msg.Type)
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}
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return nil
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}
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func broadcastUpdate(update *ServerUpdateMessage) error {
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msg, err := proto.Marshal(update)
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if err != nil {
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return fmt.Errorf("malformed server update message %v", err)
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}
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_, err = player1.Conn.Write(msg)
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if err != nil {
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return err
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}
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_, err = player2.Conn.Write(msg)
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if err != nil {
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return err
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}
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return nil
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}
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