Updated read/writes, fully using buffers now.
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@@ -5,10 +5,8 @@ import (
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"client/elements"
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"client/fonts"
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"client/gamedata"
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"fmt"
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"client/pb"
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"maps"
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"strconv"
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"strings"
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"sync"
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"time"
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@@ -73,7 +71,23 @@ func (g *Game) Update() error {
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//broadcast our position
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if g.cycle%2 == 0 {
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if g.gameclient.IsConnected() {
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g.gameclient.SendData(fmt.Sprintf("%s,%.0f,%.0f\n", g.name, g.position.X, g.position.Y))
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//g.gameclient.SendData(fmt.Sprintf("%s,%.0f,%.0f\n", g.name, g.position.X, g.position.Y))
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cd := &pb.ClientCoordinates{
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Name: g.name,
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Coordinates: &pb.Coordinates{
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X: g.position.X,
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Y: g.position.Y,
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},
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}
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g.gameclient.SendProtoData(cd)
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/*
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cd := *client.ClientData{
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Name: g.name,
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Address: g.
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}*/
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}
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}
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@@ -126,44 +140,63 @@ func (g *Game) Layout(outsideWidth, outsideHeight int) (screenwidth, screenheigh
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return screenWidth, screenHeight
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}
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func (g *Game) HandleServerData(data string) {
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//log.Println(data)
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func (g *Game) HandleServerData(allclients *pb.AllClients) {
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raw := data[1 : len(data)-1]
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clientinfo := strings.Split(raw, ";")
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for _, info := range clientinfo {
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subdata := strings.Split(info, ",")
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for _, client := range allclients.Clients {
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//fmt.Println(client.Coordinates.X)
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if len(subdata) == 4 {
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if g.gameclient.GetLocalAddr() != subdata[0] {
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x, err := strconv.Atoi(subdata[2])
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if err != nil {
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x = 0
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}
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y, err := strconv.Atoi(subdata[3])
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if err != nil {
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y = 0
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}
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update := ClientData{
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Address: subdata[0],
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Name: subdata[1],
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Position: gamedata.Coordinates{
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X: float64(x),
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Y: float64(y),
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},
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}
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g.mu.Lock()
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g.clients[update.Address] = update
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g.mu.Unlock()
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}
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update := ClientData{
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Address: client.Address,
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Name: client.Name,
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Position: gamedata.Coordinates{
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X: client.Coordinates.X,
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Y: client.Coordinates.Y,
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},
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}
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g.mu.Lock()
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g.clients[update.Address] = update
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g.mu.Unlock()
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}
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//log.Println(data)
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/*
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raw := data[1 : len(data)-1]
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clientinfo := strings.Split(raw, ";")
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for _, info := range clientinfo {
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subdata := strings.Split(info, ",")
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if len(subdata) == 4 {
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if g.gameclient.GetLocalAddr() != subdata[0] {
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x, err := strconv.Atoi(subdata[2])
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if err != nil {
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x = 0
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}
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y, err := strconv.Atoi(subdata[3])
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if err != nil {
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y = 0
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}
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update := ClientData{
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Address: subdata[0],
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Name: subdata[1],
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Position: gamedata.Coordinates{
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X: float64(x),
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Y: float64(y),
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},
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}
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g.mu.Lock()
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g.clients[update.Address] = update
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g.mu.Unlock()
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}
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}
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}
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*/
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}
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func (g *Game) CleanupClients() {
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