Fix waiting for websockets connection.
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parent
e90fb7a0dc
commit
b6bb75376d
@ -4,6 +4,7 @@ import (
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"encoding/json"
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"local/m/mchess_server/api"
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"log"
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"time"
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"github.com/google/uuid"
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)
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@ -27,25 +28,28 @@ func NewGame() *Game {
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return &game
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}
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func (game Game) getPlayer1() *Player {
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func (game Game) GetPlayers() []*Player {
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return game.players
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}
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func (game Game) GetPlayer1() *Player {
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return game.players[0]
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}
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func (game Game) getPlayer2() *Player {
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func (game Game) GetPlayer2() *Player {
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return game.players[1]
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}
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func (game *Game) Handle() {
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defer log.Println("Game ", game.id, ": handle() ended")
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defer game.killGame()
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log.Println("Game ", game.id, " started")
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<-game.getPlayer1().wsConnEstablished
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log.Println("WS connection for player 1 established")
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<-game.getPlayer2().wsConnEstablished
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log.Println("WS connection for player 2 established")
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ok := game.waitForWebsocketConnections()
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if !ok {
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return
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}
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gameState := PlayerToMove
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game.currentTurnPlayer = game.getPlayer1()
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game.currentTurnPlayer = game.GetPlayer1()
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var move api.Move
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var receivedMessage []byte
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var err error
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@ -54,7 +58,6 @@ func (game *Game) Handle() {
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switch gameState {
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case PlayerToMove:
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_, receivedMessage, err = game.currentTurnPlayer.ReadMessageFromPlayer()
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if err != nil {
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log.Println("Error while reading message:", err)
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@ -72,19 +75,18 @@ func (game *Game) Handle() {
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gameState = CheckPlayerChange
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case CheckPlayerChange:
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if game.currentTurnPlayer.Uuid == game.players[0].Uuid {
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game.currentTurnPlayer = game.players[1]
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} else {
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game.currentTurnPlayer = game.players[0]
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}
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err := game.getPlayer1().WriteMessageToPlayer(receivedMessage)
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err := game.GetPlayer1().WriteMessageToPlayer(receivedMessage)
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if err != nil {
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log.Println("Error during message writing:", err)
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continue
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}
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err = game.getPlayer2().WriteMessageToPlayer(receivedMessage)
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err = game.GetPlayer2().WriteMessageToPlayer(receivedMessage)
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if err != nil {
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log.Println("Error during message writing:", err)
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continue
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@ -103,3 +105,26 @@ func (game *Game) Handle() {
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func (game *Game) AddPlayersToGame(player *Player) {
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game.players = append(game.players, player)
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}
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func (game *Game) killGame() {
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log.Println("Game should be killed")
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}
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func (game *Game) waitForWebsocketConnections() bool {
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timer := time.NewTimer(5 * time.Second)
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numberOfConnections := 0
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waitingForPlayers := make(chan bool)
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go game.GetPlayer1().WaitForWebsocketConnection(waitingForPlayers)
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go game.GetPlayer2().WaitForWebsocketConnection(waitingForPlayers)
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for numberOfConnections < 2 {
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select {
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case <-waitingForPlayers:
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numberOfConnections++
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case <-timer.C:
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return false
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}
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}
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return true
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}
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@ -3,6 +3,7 @@ package chess
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import (
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"context"
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"log"
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"time"
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"github.com/google/uuid"
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"nhooyr.io/websocket"
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@ -25,8 +26,8 @@ func NewPlayer(uuid uuid.UUID) *Player {
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}
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}
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func (p *Player) SetConnection(ctx context.Context, conn websocket.Conn) {
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p.Conn = &conn
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func (p *Player) SetConnection(ctx context.Context, conn *websocket.Conn) {
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p.Conn = conn
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p.context = ctx
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p.wsConnEstablished <- true
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}
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@ -43,3 +44,14 @@ func (p *Player) ReadMessageFromPlayer() (websocket.MessageType, []byte, error)
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return msgType, msg, err
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}
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func (p *Player) WaitForWebsocketConnection(c chan bool) {
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timer := time.NewTimer(500 * time.Second)
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select {
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case <-p.wsConnEstablished:
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c <- true
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case <-timer.C:
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return
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}
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}
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@ -8,9 +8,8 @@ import (
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type Lobby struct {
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Uuid uuid.UUID
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players []*chess.Player
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Game chess.Game
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Game *chess.Game
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PlayerJoined chan bool
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}
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@ -18,13 +17,12 @@ type Lobby struct {
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func NewEmptyLobbyWithUUID(uuid uuid.UUID) *Lobby {
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return &Lobby{
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Uuid: uuid,
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Game: *chess.NewGame(),
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Game: chess.NewGame(),
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PlayerJoined: make(chan bool),
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}
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}
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func (w *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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w.players = append(w.players, player)
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w.Game.AddPlayersToGame(player)
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if w.IsFull() {
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go w.Game.Handle()
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@ -32,11 +30,11 @@ func (w *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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}
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func (w *Lobby) IsFull() bool {
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return len(w.players) == 2
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return len(w.Game.GetPlayers()) == 2
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}
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func (l *Lobby) GetPlayerByUUID(uuid uuid.UUID) (*chess.Player, bool) {
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for _, player := range l.players {
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for _, player := range l.Game.GetPlayers() {
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if player.Uuid == uuid {
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return player, true
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}
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@ -45,9 +43,9 @@ func (l *Lobby) GetPlayerByUUID(uuid uuid.UUID) (*chess.Player, bool) {
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}
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func (l *Lobby) GetPlayer1() *chess.Player {
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return l.players[0]
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return l.Game.GetPlayer1()
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}
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func (l *Lobby) GetPlayer2() *chess.Player {
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return l.players[1]
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return l.Game.GetPlayer2()
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}
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7
main.go
7
main.go
@ -38,6 +38,9 @@ func main() {
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log.Println("Starting service WITHOUT TLS")
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log.Fatal(router.Run("localhost:8080"))
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} else {
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gin.SetMode(gin.ReleaseMode)
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log.Println("Starting in release mode")
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log.Println("Starting service with TLS")
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log.Fatal(autotls.Run(router, "chess.sw-gross.de"))
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}
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}
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@ -69,10 +72,10 @@ func registerWebSocketConnection(c *gin.Context) {
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log.Println(err)
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return
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}
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go waitForAndHandlePlayerID(c, *webSocketConn)
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go waitForAndHandlePlayerID(c, webSocketConn)
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}
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func waitForAndHandlePlayerID(ctx context.Context, conn websocket.Conn) {
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func waitForAndHandlePlayerID(ctx context.Context, conn *websocket.Conn) {
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msgType, msg, err := conn.Read(ctx)
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if err != nil {
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errorMessage := fmt.Sprintf("Reading from websocket connection did not work: %s", err)
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