code upkeep
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8132e9d48d
commit
51d959b01f
@ -21,6 +21,10 @@ const (
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ColorDetermined MessageType = "colorDetermined"
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ColorDetermined MessageType = "colorDetermined"
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)
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)
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func (m WebsocketMessage) IsValid() bool {
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return m.IsValidMoveMessage()
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}
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func (m WebsocketMessage) IsValidMoveMessage() bool {
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func (m WebsocketMessage) IsValidMoveMessage() bool {
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if m.Type != MoveMessage {
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if m.Type != MoveMessage {
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return false
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return false
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@ -14,6 +14,7 @@ type Game struct {
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board Board
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board Board
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players []*Player
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players []*Player
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currentTurnPlayer *Player
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currentTurnPlayer *Player
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gameState int
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}
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}
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const (
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const (
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@ -26,7 +27,9 @@ func NewGame() *Game {
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var game = Game{
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var game = Game{
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id: uuid.New(),
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id: uuid.New(),
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board: newBoard(),
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board: newBoard(),
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gameState: PlayerToMove,
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}
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}
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game.currentTurnPlayer = game.GetPlayer1()
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game.board.Init()
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game.board.Init()
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return &game
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return &game
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@ -44,9 +47,7 @@ func (game Game) GetPlayer2() *Player {
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return game.players[1]
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return game.players[1]
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}
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}
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func (game *Game) Handle() {
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func (game *Game) Prepare() {
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defer game.killGame()
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ok := game.waitForWebsocketConnections()
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ok := game.waitForWebsocketConnections()
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if !ok {
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if !ok {
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return
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return
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@ -56,38 +57,37 @@ func (game *Game) Handle() {
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if err != nil {
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if err != nil {
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return
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return
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}
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}
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}
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gameState := PlayerToMove
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func (game *Game) Handle() {
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game.currentTurnPlayer = game.GetPlayer1()
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defer game.killGame()
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var receivedMove types.Move
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var receivedMove types.Move
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for {
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for {
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switch game.gameState {
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switch gameState {
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case PlayerToMove:
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case PlayerToMove:
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receivedMove, err = game.currentTurnPlayer.ReadMove()
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log.Println("with player ", game.currentTurnPlayer, " to move")
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receivedMove, err := game.currentTurnPlayer.ReadMove()
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if err != nil {
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if err != nil {
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log.Println("Error while reading message:", err)
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log.Println("Error while reading message:", err)
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return
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return
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}
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}
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log.Println("Player ", game.currentTurnPlayer, " moved:\n", receivedMove)
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log.Println("Player ", game.currentTurnPlayer, " moved:\n", receivedMove)
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gameState = CheckMove
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game.gameState = CheckMove
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case CheckMove:
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case CheckMove:
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valid, ruleViolation := game.board.CheckAndPlay(receivedMove)
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valid, ruleViolation := game.board.CheckAndPlay(receivedMove)
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if valid {
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if valid {
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gameState = CheckPlayerChange
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game.gameState = CheckPlayerChange
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} else {
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} else {
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log.Println(err)
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invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, ruleViolation.String())
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invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, ruleViolation.String())
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if err != nil {
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if err != nil {
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log.Println("Error marshalling 'colorDetermined' message for player 1", err)
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log.Println("Error marshalling 'colorDetermined' message for player 1", err)
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return
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return
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}
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}
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game.currentTurnPlayer.writeMessage(invalidMoveMessage)
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game.currentTurnPlayer.writeMessage(invalidMoveMessage)
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gameState = PlayerToMove
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game.gameState = PlayerToMove
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}
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}
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case CheckPlayerChange:
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case CheckPlayerChange:
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if game.currentTurnPlayer.Uuid == game.players[0].Uuid {
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if game.currentTurnPlayer.Uuid == game.players[0].Uuid {
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@ -96,19 +96,15 @@ func (game *Game) Handle() {
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game.currentTurnPlayer = game.players[0]
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game.currentTurnPlayer = game.players[0]
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}
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}
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err = game.broadcastMove(receivedMove)
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err := game.broadcastMove(receivedMove)
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if err != nil {
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if err != nil {
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log.Println("Error broadcasting move ", err)
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log.Println("Error broadcasting move ", err)
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return
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return
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}
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}
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gameState = PlayerToMove
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game.gameState = PlayerToMove
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}
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log.Println("GameState = ", gameState)
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if gameState == PlayerToMove {
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log.Println("with player ", game.currentTurnPlayer, " to move")
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}
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}
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log.Println("GameState = ", game.gameState)
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}
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}
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}
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}
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@ -73,7 +73,7 @@ func (p *Player) ReadMove() (types.Move, error) {
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return types.Move{}, err
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return types.Move{}, err
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}
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}
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if !msg.IsValidMoveMessage() {
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if !msg.IsValid() {
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return types.Move{}, errors.New("not a valid move")
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return types.Move{}, errors.New("not a valid move")
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}
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}
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@ -32,6 +32,7 @@ func newEmptyLobbyWithPassphrase() *Lobby {
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func (l *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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func (l *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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l.Game.AddPlayersToGame(player)
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l.Game.AddPlayersToGame(player)
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if l.IsFull() {
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if l.IsFull() {
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l.Game.Prepare()
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go l.Game.Handle()
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go l.Game.Handle()
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}
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}
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}
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}
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