package connection import ( "context" "log" "nhooyr.io/websocket" ) type Connection struct { ws *websocket.Conn wsConnectionEstablished chan bool ctx context.Context buffer MessageBuffer } func NewConnection(options ...func(*Connection)) *Connection { connection := Connection{ buffer: *newMessageBuffer(100), wsConnectionEstablished: make(chan bool), } for _, option := range options { option(&connection) } return &connection } func WithWebsocket(ws *websocket.Conn) func(*Connection) { return func(c *Connection) { c.ws = ws } } func WithContext(ctx context.Context) func(*Connection) { return func(c *Connection) { c.ctx = ctx } } func (conn *Connection) HasWebsocketConnection() bool { return conn.ws != nil } func (conn *Connection) SetWebsocketConnection(ws *websocket.Conn) { if ws == nil { return } conn.ws = ws select { case conn.wsConnectionEstablished <- true: default: } go func() { for { _, msg, _ := conn.ws.Read(conn.ctx) conn.buffer.Insert(string(msg)) } }() } func (conn *Connection) Write(msg []byte) error { if conn.ws == nil { //if ws is not yet set, we wait for it <-conn.wsConnectionEstablished } log.Printf("Writing message: %s", string(msg)) return conn.ws.Write(conn.ctx, websocket.MessageText, msg) } func (conn *Connection) Read() ([]byte, error) { msg, err := conn.buffer.Get() if err != nil { conn.ws = nil return nil, err // Tell game-handler that connection was lost } return []byte(msg), err } func (conn *Connection) Close(msg string) { conn.ws.Close(websocket.StatusCode(400), msg) conn.ws = nil }