mchess-server/chess/game.go
Marco efefa4ced5 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.
2023-11-26 21:46:53 +01:00

164 lines
3.4 KiB
Go

package chess
import (
"log"
"math/rand"
"mchess_server/api"
"mchess_server/types"
"github.com/google/uuid"
)
type Game struct {
id uuid.UUID
board Board
players []*Player
currentTurnPlayer *Player
gameState int
}
const (
Init = iota
Prepare
PlayerToMove
CheckMove
CheckPlayerChange
)
func NewGame() *Game {
var game = Game{
id: uuid.New(),
board: newBoard(),
gameState: Init,
}
game.board.Init()
return &game
}
func (game Game) GetPlayers() []*Player {
return game.players
}
func (game Game) GetPlayer1() *Player {
return game.players[0]
}
func (game Game) GetRandomPlayer() *Player {
index := rand.Int() % 2
return game.players[index]
}
func (game Game) GetPlayer2() *Player {
return game.players[1]
}
func (game *Game) prepare() {
game.players[0].color = types.White
game.players[1].color = types.Black
err := game.notifyPlayersAboutGameStart()
if err != nil {
return
}
}
func (game *Game) Handle() {
defer game.killGame()
game.prepare()
var receivedMove types.Move
var err error
for {
switch game.gameState {
case Init:
game.currentTurnPlayer = game.GetPlayer1()
game.gameState = Prepare
case Prepare:
game.prepare()
game.gameState = PlayerToMove
case PlayerToMove:
log.Println("with ", game.currentTurnPlayer.GetPlayerColor(), " to move")
receivedMove, err = game.currentTurnPlayer.ReadMove()
if err != nil {
log.Println("Error while reading message:", err)
return
}
log.Println("Player ", game.currentTurnPlayer, " moved:\n", receivedMove)
game.gameState = CheckMove
case CheckMove:
valid, ruleViolation := game.board.CheckAndPlay(receivedMove)
if valid {
game.gameState = CheckPlayerChange
} else {
invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, ruleViolation.String())
if err != nil {
log.Println("Error marshalling 'colorDetermined' message for player 1", err)
return
}
game.currentTurnPlayer.writeMessage(invalidMoveMessage)
game.gameState = PlayerToMove
}
case CheckPlayerChange:
if game.currentTurnPlayer.Uuid == game.players[0].Uuid {
game.currentTurnPlayer = game.players[1]
} else {
game.currentTurnPlayer = game.players[0]
}
err := game.broadcastMove(receivedMove)
if err != nil {
log.Println("Error broadcasting move ", err)
return
}
game.gameState = PlayerToMove
}
log.Println("GameState = ", game.gameState)
}
}
func (game *Game) AddPlayersToGame(player *Player) {
game.players = append(game.players, player)
}
func (game *Game) killGame() {
log.Println("Game should be killed")
}
func (game Game) notifyPlayersAboutGameStart() error {
colorDeterminedPlayer1, err := api.GetColorDeterminedMessage(types.White)
if err != nil {
log.Println("Error marshalling 'colorDetermined' message for player 1", err)
return err
}
colorDeterminedPlayer2, err := api.GetColorDeterminedMessage(types.Black)
if err != nil {
log.Println("Error marshalling 'colorDetermined' message for player 2", err)
return err
}
game.GetPlayer1().writeMessage(colorDeterminedPlayer1)
game.GetPlayer2().writeMessage(colorDeterminedPlayer2)
return nil
}
func (game Game) broadcastMove(move types.Move) error {
err := game.GetPlayer1().SendMoveAndPosition(move, game.board.PGN())
if err != nil {
return err
}
err = game.GetPlayer2().SendMoveAndPosition(move, game.board.PGN())
if err != nil {
return err
}
return nil
}