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917c97766d | |||
f20c4ae586 | |||
9803ecad6f |
1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@ -0,0 +1 @@
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mchess_server
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@ -2,9 +2,9 @@ package chess
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import (
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"log"
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"math/rand"
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"mchess_server/api"
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"mchess_server/types"
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"time"
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"github.com/google/uuid"
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)
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@ -18,7 +18,9 @@ type Game struct {
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}
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const (
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PlayerToMove = iota
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Init = iota
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Prepare
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PlayerToMove
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CheckMove
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CheckPlayerChange
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)
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@ -27,7 +29,7 @@ func NewGame() *Game {
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var game = Game{
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id: uuid.New(),
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board: newBoard(),
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gameState: PlayerToMove,
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gameState: Init,
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}
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game.board.Init()
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@ -42,17 +44,18 @@ func (game Game) GetPlayer1() *Player {
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return game.players[0]
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}
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func (game Game) GetRandomPlayer() *Player {
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index := rand.Int() % 2
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return game.players[index]
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}
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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) prepare() {
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game.currentTurnPlayer = game.GetPlayer1()
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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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game.players[0].color = types.White
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game.players[1].color = types.Black
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err := game.notifyPlayersAboutGameStart()
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if err != nil {
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@ -60,18 +63,32 @@ func (game *Game) prepare() {
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}
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}
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//CHANGES:
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/*
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Do not wait for the players websocket connection before the game.
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Let Connection do it.
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Then here in game handler, just read from Connection (aka messagebuffer) and when data arrives, we read it
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Question: how do we handle connection losses, should game handler observe state of connection and send a notification to the other player when one player is disconnected
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Question: How would reconnect work in this scenario?
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*/
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func (game *Game) Handle() {
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defer game.killGame()
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game.prepare()
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var receivedMove types.Move
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var err error
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for {
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switch game.gameState {
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case Init:
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game.currentTurnPlayer = game.GetPlayer1()
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game.gameState = Prepare
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case Prepare:
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game.prepare()
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game.gameState = PlayerToMove
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case PlayerToMove:
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log.Println("with player ", game.currentTurnPlayer, " to move")
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log.Println("with ", game.currentTurnPlayer.GetPlayerColor(), " to move")
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receivedMove, err = game.currentTurnPlayer.ReadMove()
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if err != nil {
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log.Println("Error while reading message:", err)
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@ -121,25 +138,6 @@ 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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func (game Game) notifyPlayersAboutGameStart() error {
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colorDeterminedPlayer1, err := api.GetColorDeterminedMessage(types.White)
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if err != nil {
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@ -8,34 +8,32 @@ import (
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"mchess_server/api"
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conn "mchess_server/connection"
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"mchess_server/types"
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"time"
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"github.com/google/uuid"
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"nhooyr.io/websocket"
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)
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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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InGame bool
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wsConnEstablished chan bool
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context context.Context
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Uuid uuid.UUID
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Conn *conn.Connection
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InGame bool
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color types.ChessColor
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}
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func NewPlayer(uuid uuid.UUID) *Player {
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return &Player{
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Uuid: uuid,
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Conn: nil,
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InGame: false,
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wsConnEstablished: make(chan bool),
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context: context.Background(),
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Uuid: uuid,
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Conn: conn.NewConnection(conn.WithContext(context.Background())),
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InGame: false,
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}
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}
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func (p *Player) SetConnection(ctx context.Context, ws *websocket.Conn) {
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p.Conn = conn.NewConnection(conn.WithWebsocket(ws), conn.WithContext(p.context))
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p.context = ctx
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p.wsConnEstablished <- true
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func (p Player) HasWebsocketConnection() bool {
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return p.Conn.HasWebsocketConnection()
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}
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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) SendMoveAndPosition(move types.Move, boardPosition string) error {
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@ -58,9 +56,7 @@ func (p *Player) SendMoveAndPosition(move types.Move, boardPosition string) erro
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}
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func (p *Player) writeMessage(msg []byte) error {
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log.Printf("Writing message: %s to player %s", string(msg), p.Uuid.String())
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return p.Conn.Write(p.context, msg)
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return p.Conn.Write(msg)
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}
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func (p *Player) ReadMove() (types.Move, error) {
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@ -83,19 +79,12 @@ func (p *Player) ReadMove() (types.Move, error) {
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}
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func (p *Player) readMessage() ([]byte, error) {
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msg, err := p.Conn.Read(p.context)
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msg, err := p.Conn.Read()
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log.Printf("Reading message: %s from player %s", string(msg), p.Uuid.String())
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return msg, err
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}
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func (p *Player) WaitForWebsocketConnection(c chan bool) {
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timer := time.NewTimer(5 * 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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func (p Player) GetPlayerColor() string {
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return string(p.color)
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}
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@ -18,8 +18,7 @@ type message struct {
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}
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func newMessageBuffer(size int) *MessageBuffer {
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mutex := &sync.Mutex{}
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cond := sync.NewCond(mutex)
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cond := sync.NewCond(&sync.Mutex{})
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return &MessageBuffer{
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messages: make([]message, size),
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@ -2,34 +2,30 @@ package connection
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import (
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"context"
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"log"
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"nhooyr.io/websocket"
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)
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type Connection struct {
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ws *websocket.Conn
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ctx context.Context
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buffer MessageBuffer
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ws *websocket.Conn
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wsConnectionEstablished chan bool
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ctx context.Context
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buffer MessageBuffer
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}
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var dbg_index int
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func NewConnection(options ...func(*Connection)) *Connection {
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connection := Connection{
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buffer: *newMessageBuffer(100),
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buffer: *newMessageBuffer(100),
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wsConnectionEstablished: make(chan bool),
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}
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for _, option := range options {
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option(&connection)
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}
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if connection.ws != nil {
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go func() {
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for {
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_, msg, _ := connection.ws.Read(connection.ctx)
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connection.buffer.Insert(string(msg))
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}
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}()
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}
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return &connection
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}
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@ -45,13 +41,43 @@ func WithContext(ctx context.Context) func(*Connection) {
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}
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}
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func (conn *Connection) Write(ctx context.Context, msg []byte) error {
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return conn.ws.Write(ctx, websocket.MessageText, msg)
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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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func (conn *Connection) Read(ctx context.Context) ([]byte, error) {
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func (conn *Connection) SetWebsocketConnection(ws *websocket.Conn) {
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if ws == nil {
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return
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}
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conn.ws = ws
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select {
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case conn.wsConnectionEstablished <- true:
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default:
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}
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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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conn.buffer.Insert(string(msg))
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}
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}()
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}
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func (conn *Connection) Write(msg []byte) error {
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if conn.ws == nil { //if ws is not yet set, we wait for it
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<-conn.wsConnectionEstablished
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}
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log.Printf("Writing message: %s", string(msg))
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return conn.ws.Write(conn.ctx, websocket.MessageText, msg)
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}
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func (conn *Connection) Read() ([]byte, error) {
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msg, err := conn.buffer.Get()
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if err != nil {
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conn.ws = nil
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return nil, err // Tell game-handler that connection was lost
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}
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@ -60,4 +86,5 @@ func (conn *Connection) Read(ctx context.Context) ([]byte, error) {
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func (conn *Connection) Close(msg string) {
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conn.ws.Close(websocket.StatusCode(400), msg)
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conn.ws = nil
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}
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10
main.go
10
main.go
@ -137,7 +137,7 @@ func waitForAndHandlePlayerID(ctx context.Context, conn *websocket.Conn) {
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return
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}
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log.Println("read from websocket: ", msgType, string(msg), err)
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log.Println("read from websocket endpoint: ", msgType, string(msg), err)
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var info api.PlayerInfo
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err = json.Unmarshal(msg, &info)
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@ -149,14 +149,18 @@ func waitForAndHandlePlayerID(ctx context.Context, conn *websocket.Conn) {
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}
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lobby := lobbies.GetLobbyRegistry().GetLobbyByUUID(*info.LobbyID)
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if lobby == nil {
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conn.Close(websocket.StatusCode(400), "lobby not found")
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}
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player, found := lobby.GetPlayerByUUID(*info.PlayerID)
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if !found {
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conn.Close(websocket.StatusCode(400), "player not found")
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return
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}
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if player.Conn != nil {
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if player.Conn.HasWebsocketConnection() {
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player.Conn.Close("closing existing connection")
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}
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player.SetConnection(ctx, conn)
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player.SetWebsocketConnection(ctx, conn)
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log.Println("player after setting connection: ", player)
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}
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