mchess-server/connection/type.go
Marco cce0aa8162 Handle reconnection
reconnection works now if the rejoining player enters the passphrase
again.

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
2023-11-27 00:17:07 +01:00

109 lines
2.1 KiB
Go

package connection
import (
"context"
"log"
"nhooyr.io/websocket"
)
type Connection struct {
ws *websocket.Conn
wsConnectionEstablished chan bool
ctx context.Context
buffer MessageBuffer
disconnectCallback func()
}
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 WithDisconnectCallback(cb func()) func(*Connection) {
return func(c *Connection) {
if cb != nil {
c.disconnectCallback = cb
}
}
}
func (conn *Connection) SetDisconnectCallback(cb func()) {
conn.disconnectCallback = cb
}
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, err := conn.ws.Read(conn.ctx)
if err != nil {
log.Println("while reading from websocket: %w", err)
if conn.disconnectCallback != nil {
conn.disconnectCallback()
}
return
}
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
}