Marco
ae3e73f711
1. Implement thread-safe ringbuffer for websocket messages This implements a ringbuffer that is used to decouple the raw websocket connection from the messages that the game handler handles. 2. Change websocket handling With this commit, we stop waiting for the websocket connection to be established before the game starts. Now, the Connection type is responsible for waiting for the websocket connection before writing. 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 3. Introduce method to send status of board and player 4. Reconnect works (kind of) With the right changes in the client, the reconnect works (but only for the first time). WARNING: At the moment, we will create a new player whenever connection wants to join a private game. This will also clear all the disconnect callbacks that we set in the player.
109 lines
2.1 KiB
Go
109 lines
2.1 KiB
Go
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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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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connection := Connection{
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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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return &connection
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}
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func WithWebsocket(ws *websocket.Conn) func(*Connection) {
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return func(c *Connection) {
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c.ws = ws
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}
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}
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func WithContext(ctx context.Context) func(*Connection) {
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return func(c *Connection) {
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c.ctx = ctx
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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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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, 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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}
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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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return []byte(msg), err
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}
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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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