Make games rejoinable again! #14

Merged
marco merged 4 commits from make-games-rejoinable-again into master 2024-05-19 12:44:57 +00:00
6 changed files with 28 additions and 5 deletions
Showing only changes of commit 682ce8437b - Show all commits

View File

@ -69,6 +69,7 @@ func JoinPrivateGame(c *gin.Context) {
err := c.ShouldBindJSON(&req)
if err != nil || req.Passphrase == nil || *req.Passphrase == "" {
c.IndentedJSON(http.StatusNotFound, req)
return
}
u := lobbies.GetUsher()
@ -78,7 +79,10 @@ func JoinPrivateGame(c *gin.Context) {
req.PlayerID != nil &&
req.LobbyID != nil { //is reconnect
lobby := u.FindExistingPrivateLobby(utils.Passphrase(*req.Passphrase))
_, found := lobby.GetPlayerByUUID(*req.PlayerID)
var found bool
if lobby != nil {
_, found = lobby.GetPlayerByUUID(*req.PlayerID)
}
if found {
c.IndentedJSON(
http.StatusOK,
@ -90,6 +94,7 @@ func JoinPrivateGame(c *gin.Context) {
return
} else {
c.IndentedJSON(http.StatusNotFound, req)
return
}
}

View File

@ -157,6 +157,14 @@ func (game *Game) AddPlayersToGame(player *Player) {
game.players = append(game.players, player)
}
func (game *Game) AreBothPlayersConnected() bool {
if len(game.GetPlayers()) < 2 {
return false
}
return game.players[0].hasWebsocketConnection() && game.players[1].hasWebsocketConnection()
}
func (game *Game) killGame() {
log.Println("Game should be killed")
}

View File

@ -75,6 +75,8 @@ func (conn *Connection) SetWebsocketConnection(ws *gorillaws.Conn) {
_, msg, err := conn.ws.ReadMessage()
if err != nil {
log.Println("while reading from websocket: %w", err)
conn.unsetWebsocketConnection()
if conn.disconnectCallback != nil {
conn.disconnectCallback()
}
@ -85,6 +87,10 @@ func (conn *Connection) SetWebsocketConnection(ws *gorillaws.Conn) {
}()
}
func (conn *Connection) unsetWebsocketConnection() {
conn.ws = nil
}
func (conn *Connection) Write(msg []byte) error {
conn.wsWriteLock.Lock()
defer conn.wsWriteLock.Unlock()

View File

@ -31,12 +31,16 @@ func newEmptyLobbyWithPassphrase() *Lobby {
func (l *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
l.Game.AddPlayersToGame(player)
if l.IsFull() {
if l.ContainsTwoPlayers() {
l.Game.StartHandling()
}
}
func (w *Lobby) IsFull() bool {
func (w *Lobby) AreBothPlayersConnected() bool {
return w.Game.AreBothPlayersConnected()
}
func (w *Lobby) ContainsTwoPlayers() bool {
return len(w.Game.GetPlayers()) == 2
}

View File

@ -32,7 +32,7 @@ func (r *LobbyRegistry) CreateNewPrivateLobby() *Lobby {
func (r *LobbyRegistry) GetLobbyForPlayer() *Lobby {
for _, lobby := range r.lobbies {
if !lobby.IsFull() {
if !lobby.ContainsTwoPlayers() {
return lobby
}
}

View File

@ -35,7 +35,7 @@ func (u *Usher) CreateNewPrivateLobby(player *chess.Player) *Lobby {
func (u *Usher) FindExistingPrivateLobby(p utils.Passphrase) *Lobby {
lobby := GetLobbyRegistry().GetLobbyByPassphrase(p)
if lobby == nil || lobby.IsFull() {
if lobby == nil || lobby.AreBothPlayersConnected() {
return nil
}
return lobby