Marco
eb946b4267
1. Use maintained websocket framework 2. Introduce function that allows to register a websocket connection per player
97 lines
2.1 KiB
Go
97 lines
2.1 KiB
Go
package server
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import (
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"log"
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"github.com/google/uuid"
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)
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type Game struct {
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id uuid.UUID
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players [2]Player
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currentTurnPlayer Player
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}
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const (
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PlayerToMove = 0
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CheckPlayerChange = 1
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)
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func NewGame() *Game {
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var game Game = Game{
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id: uuid.New(),
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}
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return &game
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}
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func (game *Game) handle() {
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defer log.Println("Game ", game.id, ": handle() ended")
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gameState := PlayerToMove
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game.currentTurnPlayer = game.players[0]
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var move *Move
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var messageType int
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var receivedMessage []byte
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for {
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switch gameState {
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case PlayerToMove:
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var err error
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messageType, receivedMessage, err = ReadMessageFromPlayer(&game.currentTurnPlayer)
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if err != nil {
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log.Println("Error while reading message:", err)
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// At the moment, we return when there is an error while reading a message.
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// This means, the game just ends uncontrolled
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return
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}
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move, err = parseMove(string(receivedMessage))
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log.Println("Player ", game.currentTurnPlayer, " moved: ", move)
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if err != nil {
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log.Println("Game: ", game.id, err)
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continue
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}
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gameState = CheckPlayerChange
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case CheckPlayerChange:
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if game.currentTurnPlayer.Uuid == game.players[0].Uuid {
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game.currentTurnPlayer = game.players[1]
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} else {
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game.currentTurnPlayer = game.players[0]
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}
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err := WriteMessageToPlayer(&game.players[0], receivedMessage, messageType)
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if err != nil {
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log.Println("Error during message writing:", err)
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continue
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}
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err = WriteMessageToPlayer(&game.players[1], receivedMessage, messageType)
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if err != nil {
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log.Println("Error during message writing:", err)
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continue
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}
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gameState = PlayerToMove
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}
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log.Println("GameState = ", gameState)
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if gameState == PlayerToMove {
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log.Println("with player ", game.currentTurnPlayer, " to move")
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}
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}
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}
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func (game *Game) addPlayersToGame(players [2]Player) {
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log.Printf("Adding players %s and %s to new game", players[0].Uuid.String(), players[1].Uuid.String())
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game.players = players
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}
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func removePlayersFromLobby(players [2]Player) {
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panic("not yet implemented")
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}
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