Many changes. Handle rudimentary lobbies. Handle game with simple state machine. Flip one player's board.
This commit is contained in:
parent
609d5f3833
commit
625e5b11fa
5
main.go
5
main.go
@ -7,6 +7,7 @@ import (
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)
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func main() {
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http.HandleFunc("/", server.SocketHandler)
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err := http.ListenAndServe("localhost:8080", nil)
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@ -16,3 +17,7 @@ func main() {
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log.Println("We ended")
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}
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func HandleFuncWrapper(a func()) {
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a()
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}
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@ -1,49 +0,0 @@
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package server
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import (
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"log"
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"math/rand"
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"github.com/gorilla/websocket"
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)
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type chessGame struct {
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id int
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}
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func NewChessGame() *chessGame {
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var game chessGame = chessGame{
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id: rand.Int(),
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}
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return &game
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}
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func (game *chessGame) handle(conn *websocket.Conn) {
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for {
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messageType, receivedMessage, err := conn.ReadMessage()
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if err != nil {
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log.Println("Error during message reading:", err)
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break
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}
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move, err := parseMove(string(receivedMessage))
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if err != nil {
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log.Println("Game: ", game.id, err)
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return
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}
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log.Println("Game ", game.id, " move: ", move)
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messageToBeSent := moveToString(*move)
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log.Println("About to send: ", messageToBeSent)
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err = conn.WriteMessage(messageType, []byte(messageToBeSent))
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if err != nil {
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log.Println("Error during message writing:", err)
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break
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}
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}
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}
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105
server/game.go
Normal file
105
server/game.go
Normal file
@ -0,0 +1,105 @@
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package server
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import (
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"log"
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"math/rand"
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)
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type chessGame struct {
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id int
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players [2]Player
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currentTurnPlayer Player
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}
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const (
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Player0_Move = 0
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Player1_Move = 1
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Check_Player_Change = 2
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)
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func NewChessGame(gameId int, players [2]Player) *chessGame {
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var game chessGame = chessGame{
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players: players,
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id: gameId,
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}
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return &game
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}
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func (game *chessGame) handle() {
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gameState := Player0_Move
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game.currentTurnPlayer = game.players[0]
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var move *chessMove
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var messageType int
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var receivedMessage []byte
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game.players[0].conn.WriteMessage(1, []byte("fb"))
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for {
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switch gameState {
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case Player0_Move:
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var err error
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messageType, receivedMessage, err = game.players[0].conn.ReadMessage()
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if err != nil {
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log.Println("Error during message reading:", err)
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return
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}
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move, err = parseMove(string(receivedMessage))
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if err != nil {
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log.Println("Game: ", game.id, err)
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return
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}
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gameState = Check_Player_Change
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case Player1_Move:
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var err error
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messageType, receivedMessage, err = game.players[1].conn.ReadMessage()
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if err != nil {
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log.Println("Error during message reading:", err)
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return
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}
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move, err = parseMove(string(receivedMessage))
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if err != nil {
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log.Println("Game: ", game.id, err)
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return
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}
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gameState = Check_Player_Change
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case Check_Player_Change:
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if move.realMove {
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if game.currentTurnPlayer == game.players[0] {
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game.currentTurnPlayer = game.players[1]
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gameState = Player1_Move
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} else {
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game.currentTurnPlayer = game.players[0]
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gameState = Player0_Move
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}
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err := game.currentTurnPlayer.conn.WriteMessage(messageType, []byte(receivedMessage))
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if err != nil {
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log.Println("Error during message writing:", err)
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break
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}
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} else {
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if game.currentTurnPlayer == game.players[0] {
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gameState = Player0_Move
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} else {
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gameState = Player1_Move
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}
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}
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}
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log.Println("GameState = ", gameState)
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}
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}
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func addPlayersToGame(players [2]Player) {
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log.Printf("Adding players \n%s\n%s\nto new game", players[0].name, players[1].name)
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game := NewChessGame(rand.Int(), players)
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go game.handle()
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}
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33
server/lobby.go
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33
server/lobby.go
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@ -0,0 +1,33 @@
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package server
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import "log"
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type Lobby struct {
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players []Player
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}
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var lobbyInstance *Lobby = nil
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func GetLobby() *Lobby {
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if lobbyInstance == nil {
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lobbyInstance = newLobby()
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}
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return lobbyInstance
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}
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func newLobby() *Lobby {
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return &Lobby{}
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}
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func (lobby *Lobby) registerPlayer(player *Player) {
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lobby.players = append(lobby.players, *player)
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log.Println(lobby)
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if len(lobby.players) == 2 {
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player1 := lobby.players[0]
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player2 := lobby.players[1]
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addPlayersToGame([2]Player{player1, player2})
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}
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}
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19
server/player.go
Normal file
19
server/player.go
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@ -0,0 +1,19 @@
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package server
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import "github.com/gorilla/websocket"
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type Player struct {
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name string
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conn *websocket.Conn
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}
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func NewPlayer(name string, conn *websocket.Conn) *Player {
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return &Player{
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name: name,
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conn: conn,
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}
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}
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func (player *Player) movePlayerToGame(game chessGame) {
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}
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@ -1,12 +1,15 @@
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package server
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import (
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"fmt"
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"log"
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"net/http"
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"github.com/gorilla/websocket"
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)
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var player_number = 0
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var upgrader = websocket.Upgrader{} // use default options
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func SocketHandler(w http.ResponseWriter, r *http.Request) {
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@ -17,8 +20,6 @@ func SocketHandler(w http.ResponseWriter, r *http.Request) {
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log.Print("Error during connection upgrading:", err)
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return
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}
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defer conn.Close()
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defer log.Println("SocketHandler exited")
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// Check if first message is the passphrase
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msg_type, msg, err := conn.ReadMessage()
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@ -33,6 +34,6 @@ func SocketHandler(w http.ResponseWriter, r *http.Request) {
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conn.WriteMessage(msg_type, []byte("Password correct. Let's play"))
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}
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var game = NewChessGame()
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game.handle(conn)
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GetLobby().registerPlayer(NewPlayer("Player"+fmt.Sprint(player_number), conn))
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player_number = player_number + 1
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}
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