Handle reconnection
reconnection works now if the rejoining player enters the passphrase again. Some bugs are still happening: 1. The rejoining client is not told the state of the board 2. Invalid moves are not handled by the client (not sure why though) 3. The still-connected client should be told, that the opponent disconnected. Then the client should show the passphrase again
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parent
efefa4ced5
commit
cce0aa8162
@ -7,6 +7,7 @@ import (
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"mchess_server/types"
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"github.com/google/uuid"
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"github.com/samber/lo"
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)
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type Game struct {
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@ -15,6 +16,7 @@ type Game struct {
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players []*Player
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currentTurnPlayer *Player
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gameState int
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isBeingHandled bool
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}
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const (
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@ -57,12 +59,24 @@ func (game *Game) prepare() {
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game.players[0].color = types.White
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game.players[1].color = types.Black
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game.players[0].SetDisconnectCallback(game.playerDisconnected)
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game.players[1].SetDisconnectCallback(game.playerDisconnected)
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err := game.notifyPlayersAboutGameStart()
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if err != nil {
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return
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}
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}
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func (game *Game) StartHandling() {
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if game.isBeingHandled {
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return
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}
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game.isBeingHandled = true
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go game.Handle()
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}
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func (game *Game) Handle() {
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defer game.killGame()
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@ -161,3 +175,11 @@ func (game Game) broadcastMove(move types.Move) error {
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}
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return nil
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}
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func (game *Game) playerDisconnected(p *Player) {
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log.Println(string(p.color), " disconnected")
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playerLeft := lo.Filter(game.players, func(player *Player, _ int) bool {
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return player.color != p.color
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})
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game.players = playerLeft
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}
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@ -6,7 +6,7 @@ import (
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"errors"
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"log"
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"mchess_server/api"
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conn "mchess_server/connection"
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"mchess_server/connection"
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"mchess_server/types"
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"github.com/google/uuid"
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@ -15,17 +15,21 @@ import (
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type Player struct {
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Uuid uuid.UUID
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Conn *conn.Connection
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Conn *connection.Connection
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InGame bool
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color types.ChessColor
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disconnectCallback func(p *Player)
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}
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func NewPlayer(uuid uuid.UUID) *Player {
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return &Player{
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player := &Player{
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Uuid: uuid,
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Conn: conn.NewConnection(conn.WithContext(context.Background())),
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Conn: connection.NewConnection(
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connection.WithContext(context.Background())),
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InGame: false,
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}
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return player
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}
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func (p Player) HasWebsocketConnection() bool {
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@ -36,6 +40,16 @@ func (p *Player) SetWebsocketConnection(ctx context.Context, ws *websocket.Conn)
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p.Conn.SetWebsocketConnection(ws)
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}
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func (p *Player) SetDisconnectCallback(cb func(*Player)) {
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// Todo: Fucking complicated
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p.Conn.SetDisconnectCallback(p.PlayerDisconnectedCallback)
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p.disconnectCallback = cb
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}
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func (p *Player) PlayerDisconnectedCallback() {
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p.disconnectCallback(p)
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}
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func (p *Player) SendMoveAndPosition(move types.Move, boardPosition string) error {
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messageToSend, err := json.Marshal(api.WebsocketMessage{
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Type: api.MoveMessage,
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@ -12,6 +12,7 @@ type Connection struct {
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wsConnectionEstablished chan bool
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ctx context.Context
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buffer MessageBuffer
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disconnectCallback func()
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}
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func NewConnection(options ...func(*Connection)) *Connection {
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@ -39,6 +40,18 @@ func WithContext(ctx context.Context) func(*Connection) {
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}
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}
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func WithDisconnectCallback(cb func()) func(*Connection) {
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return func(c *Connection) {
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if cb != nil {
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c.disconnectCallback = cb
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}
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}
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}
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func (conn *Connection) SetDisconnectCallback(cb func()) {
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conn.disconnectCallback = cb
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}
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func (conn *Connection) HasWebsocketConnection() bool {
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return conn.ws != nil
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}
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@ -57,7 +70,14 @@ func (conn *Connection) SetWebsocketConnection(ws *websocket.Conn) {
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go func() {
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for {
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_, msg, _ := conn.ws.Read(conn.ctx)
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_, msg, err := conn.ws.Read(conn.ctx)
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if err != nil {
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log.Println("while reading from websocket: %w", err)
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if conn.disconnectCallback != nil {
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conn.disconnectCallback()
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}
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return
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}
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conn.buffer.Insert(string(msg))
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}
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}()
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@ -32,7 +32,7 @@ func newEmptyLobbyWithPassphrase() *Lobby {
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func (l *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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l.Game.AddPlayersToGame(player)
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if l.IsFull() {
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go l.Game.Handle()
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l.Game.StartHandling()
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}
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}
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