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.
192 lines
4.2 KiB
Go
192 lines
4.2 KiB
Go
package chess
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import (
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"context"
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"log"
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"math/rand"
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"mchess_server/api"
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"mchess_server/types"
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"github.com/google/uuid"
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"github.com/samber/lo"
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"nhooyr.io/websocket"
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)
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type Game struct {
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id uuid.UUID
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board Board
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players []*Player
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currentTurnPlayer *Player
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gameState int
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isBeingHandled bool
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}
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const (
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Init = iota
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Prepare
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PlayerToMove
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CheckMove
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CheckPlayerChange
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)
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func NewGame() *Game {
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var game = Game{
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id: uuid.New(),
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board: newBoard(),
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gameState: Init,
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}
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game.board.Init()
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return &game
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}
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func (game Game) GetPlayers() []*Player {
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return game.players
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}
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func (game Game) GetPlayer1() *Player {
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return game.players[0]
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}
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func (game Game) GetRandomPlayer() *Player {
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index := rand.Int() % 2
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return game.players[index]
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}
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func (game Game) GetPlayer2() *Player {
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return game.players[1]
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}
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func (game *Game) prepare() {
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game.players[0].color = types.White
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game.players[1].color = types.Black
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game.players[0].SetDisconnectCallback(game.playerDisconnected)
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game.players[1].SetDisconnectCallback(game.playerDisconnected)
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err := game.notifyPlayersAboutGameStart()
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if err != nil {
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return
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}
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}
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func (game *Game) StartHandling() {
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if game.isBeingHandled {
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return
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}
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game.isBeingHandled = true
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go game.Handle()
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}
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func (game *Game) Handle() {
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defer game.killGame()
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game.prepare()
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var receivedMove types.Move
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var err error
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for {
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switch game.gameState {
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case Init:
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game.currentTurnPlayer = game.GetPlayer1()
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game.gameState = Prepare
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case Prepare:
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game.prepare()
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game.gameState = PlayerToMove
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case PlayerToMove:
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log.Println("with ", game.currentTurnPlayer.GetPlayerColor(), " to move")
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receivedMove, err = game.currentTurnPlayer.ReadMove()
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if err != nil {
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log.Println("Error while reading message:", err)
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return
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}
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log.Println("Player ", game.currentTurnPlayer, " moved:\n", receivedMove)
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game.gameState = CheckMove
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case CheckMove:
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valid, ruleViolation := game.board.CheckAndPlay(receivedMove)
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if valid {
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game.gameState = CheckPlayerChange
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} else {
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invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, ruleViolation.String())
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if err != nil {
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log.Println("Error marshalling 'colorDetermined' message for player 1", err)
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return
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}
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game.currentTurnPlayer.writeMessage(invalidMoveMessage)
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game.gameState = PlayerToMove
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}
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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 := game.broadcastMove(receivedMove)
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if err != nil {
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log.Println("Error broadcasting move ", err)
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return
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}
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game.gameState = PlayerToMove
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}
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log.Println("GameState = ", game.gameState)
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}
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}
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func (game *Game) AddPlayersToGame(player *Player) {
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game.players = append(game.players, player)
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}
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func (game *Game) killGame() {
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log.Println("Game should be killed")
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}
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func (game Game) notifyPlayersAboutGameStart() error {
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colorDeterminedPlayer1, err := api.GetColorDeterminedMessage(types.White)
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if err != nil {
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log.Println("Error marshalling 'colorDetermined' message for player 1", err)
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return err
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}
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colorDeterminedPlayer2, err := api.GetColorDeterminedMessage(types.Black)
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if err != nil {
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log.Println("Error marshalling 'colorDetermined' message for player 2", err)
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return err
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}
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game.GetPlayer1().writeMessage(colorDeterminedPlayer1)
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game.GetPlayer2().writeMessage(colorDeterminedPlayer2)
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return nil
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}
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func (game Game) broadcastMove(move types.Move) error {
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err := game.GetPlayer1().SendMoveAndPosition(move, game.board.PGN())
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if err != nil {
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return err
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}
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err = game.GetPlayer2().SendMoveAndPosition(move, game.board.PGN())
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if err != nil {
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return err
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}
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return nil
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}
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func (game *Game) playerDisconnected(p *Player) {
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log.Println(string(p.color), " disconnected")
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playerStillInGame := lo.Filter(game.players, func(player *Player, _ int) bool {
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return player.color != p.color
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})
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game.players = playerStillInGame
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}
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func (game *Game) SetWebsocketConnectionFor(ctx context.Context, p *Player, ws *websocket.Conn) {
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p.SetWebsocketConnectionAndSendBoardState(ctx, ws, game.board.PGN(), game.board.colorToMove)
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}
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