Make games rejoinable again! #14
@ -69,6 +69,7 @@ func JoinPrivateGame(c *gin.Context) {
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err := c.ShouldBindJSON(&req)
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err := c.ShouldBindJSON(&req)
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if err != nil || req.Passphrase == nil || *req.Passphrase == "" {
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if err != nil || req.Passphrase == nil || *req.Passphrase == "" {
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c.IndentedJSON(http.StatusNotFound, req)
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c.IndentedJSON(http.StatusNotFound, req)
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return
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}
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}
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u := lobbies.GetUsher()
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u := lobbies.GetUsher()
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@ -78,7 +79,10 @@ func JoinPrivateGame(c *gin.Context) {
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req.PlayerID != nil &&
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req.PlayerID != nil &&
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req.LobbyID != nil { //is reconnect
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req.LobbyID != nil { //is reconnect
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lobby := u.FindExistingPrivateLobby(utils.Passphrase(*req.Passphrase))
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lobby := u.FindExistingPrivateLobby(utils.Passphrase(*req.Passphrase))
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_, found := lobby.GetPlayerByUUID(*req.PlayerID)
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var found bool
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if lobby != nil {
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_, found = lobby.GetPlayerByUUID(*req.PlayerID)
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}
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if found {
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if found {
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c.IndentedJSON(
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c.IndentedJSON(
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http.StatusOK,
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http.StatusOK,
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@ -90,6 +94,7 @@ func JoinPrivateGame(c *gin.Context) {
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return
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return
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} else {
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} else {
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c.IndentedJSON(http.StatusNotFound, req)
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c.IndentedJSON(http.StatusNotFound, req)
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return
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}
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}
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}
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}
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@ -157,6 +157,14 @@ func (game *Game) AddPlayersToGame(player *Player) {
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game.players = append(game.players, player)
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game.players = append(game.players, player)
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}
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}
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func (game *Game) AreBothPlayersConnected() bool {
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if len(game.GetPlayers()) < 2 {
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return false
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}
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return game.players[0].hasWebsocketConnection() && game.players[1].hasWebsocketConnection()
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}
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func (game *Game) killGame() {
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func (game *Game) killGame() {
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log.Println("Game should be killed")
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log.Println("Game should be killed")
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}
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}
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@ -75,6 +75,8 @@ func (conn *Connection) SetWebsocketConnection(ws *gorillaws.Conn) {
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_, msg, err := conn.ws.ReadMessage()
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_, msg, err := conn.ws.ReadMessage()
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if err != nil {
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if err != nil {
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log.Println("while reading from websocket: %w", err)
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log.Println("while reading from websocket: %w", err)
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conn.unsetWebsocketConnection()
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if conn.disconnectCallback != nil {
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if conn.disconnectCallback != nil {
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conn.disconnectCallback()
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conn.disconnectCallback()
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}
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}
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@ -85,6 +87,10 @@ func (conn *Connection) SetWebsocketConnection(ws *gorillaws.Conn) {
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}()
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}()
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}
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}
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func (conn *Connection) unsetWebsocketConnection() {
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conn.ws = nil
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}
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func (conn *Connection) Write(msg []byte) error {
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func (conn *Connection) Write(msg []byte) error {
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conn.wsWriteLock.Lock()
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conn.wsWriteLock.Lock()
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defer conn.wsWriteLock.Unlock()
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defer conn.wsWriteLock.Unlock()
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@ -31,12 +31,16 @@ func newEmptyLobbyWithPassphrase() *Lobby {
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func (l *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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func (l *Lobby) AddPlayerAndStartGameIfFull(player *chess.Player) {
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l.Game.AddPlayersToGame(player)
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l.Game.AddPlayersToGame(player)
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if l.IsFull() {
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if l.ContainsTwoPlayers() {
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l.Game.StartHandling()
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l.Game.StartHandling()
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}
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}
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}
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}
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func (w *Lobby) IsFull() bool {
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func (w *Lobby) AreBothPlayersConnected() bool {
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return w.Game.AreBothPlayersConnected()
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}
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func (w *Lobby) ContainsTwoPlayers() bool {
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return len(w.Game.GetPlayers()) == 2
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return len(w.Game.GetPlayers()) == 2
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}
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}
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@ -32,7 +32,7 @@ func (r *LobbyRegistry) CreateNewPrivateLobby() *Lobby {
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func (r *LobbyRegistry) GetLobbyForPlayer() *Lobby {
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func (r *LobbyRegistry) GetLobbyForPlayer() *Lobby {
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for _, lobby := range r.lobbies {
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for _, lobby := range r.lobbies {
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if !lobby.IsFull() {
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if !lobby.ContainsTwoPlayers() {
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return lobby
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return lobby
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}
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}
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}
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}
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@ -35,7 +35,7 @@ func (u *Usher) CreateNewPrivateLobby(player *chess.Player) *Lobby {
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func (u *Usher) FindExistingPrivateLobby(p utils.Passphrase) *Lobby {
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func (u *Usher) FindExistingPrivateLobby(p utils.Passphrase) *Lobby {
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lobby := GetLobbyRegistry().GetLobbyByPassphrase(p)
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lobby := GetLobbyRegistry().GetLobbyByPassphrase(p)
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if lobby == nil || lobby.IsFull() {
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if lobby == nil || lobby.AreBothPlayersConnected() {
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return nil
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return nil
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}
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}
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return lobby
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return lobby
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Block a user