mchess-server/chess/player.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

91 lines
1.8 KiB
Go

package chess
import (
"context"
"encoding/json"
"errors"
"log"
"mchess_server/api"
conn "mchess_server/connection"
"mchess_server/types"
"github.com/google/uuid"
"nhooyr.io/websocket"
)
type Player struct {
Uuid uuid.UUID
Conn *conn.Connection
InGame bool
color types.ChessColor
}
func NewPlayer(uuid uuid.UUID) *Player {
return &Player{
Uuid: uuid,
Conn: conn.NewConnection(conn.WithContext(context.Background())),
InGame: false,
}
}
func (p Player) HasWebsocketConnection() bool {
return p.Conn.HasWebsocketConnection()
}
func (p *Player) SetWebsocketConnection(ctx context.Context, ws *websocket.Conn) {
p.Conn.SetWebsocketConnection(ws)
}
func (p *Player) SendMoveAndPosition(move types.Move, boardPosition string) error {
messageToSend, err := json.Marshal(api.WebsocketMessage{
Type: api.MoveMessage,
Move: &move,
Position: &boardPosition,
})
if err != nil {
log.Println("Error while marshalling: ", err)
return err
}
err = p.writeMessage(messageToSend)
if err != nil {
log.Println("Error during message writing:", err)
return err
}
return nil
}
func (p *Player) writeMessage(msg []byte) error {
return p.Conn.Write(msg)
}
func (p *Player) ReadMove() (types.Move, error) {
receivedMessage, err := p.readMessage()
if err != nil {
return types.Move{}, err
}
var msg api.WebsocketMessage
err = json.Unmarshal(receivedMessage, &msg)
if err != nil {
return types.Move{}, err
}
if !msg.IsValid() {
return types.Move{}, errors.New("not a valid move")
}
return *msg.Move, nil
}
func (p *Player) readMessage() ([]byte, error) {
msg, err := p.Conn.Read()
log.Printf("Reading message: %s from player %s", string(msg), p.Uuid.String())
return msg, err
}
func (p Player) GetPlayerColor() string {
return string(p.color)
}