sshpong/internal/netwrk/client.go

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2024-08-14 23:33:05 -06:00
package netwrk
import (
"fmt"
"log"
"net"
"strings"
"google.golang.org/protobuf/proto"
)
type LobbyPlayerStatus struct {
Username string
Status string
}
type Interrupter struct {
MessageType string
Message string
ReplyChan chan string
}
var username string
var lobby chan LobbyPlayerStatus
var interruptChan chan Interrupter
func ConnectToLobby(playerUsername string, messageOutputChan chan *LobbyMessage, lobbyMessageChan chan LobbyPlayerStatus, interruptChannel chan Interrupter) {
username = playerUsername
lobby = lobbyMessageChan
interruptChan = interruptChannel
conn, err := net.Dial("tcp", "127.0.0.1:12345")
if err != nil {
fmt.Println("Sorry, failed to connect to server...")
return
}
loginMsg, err := proto.Marshal(&LobbyMessage{Type: "name", Content: username})
if err != nil {
fmt.Println("Sorry bro but your username is wack AF...")
}
_, err = conn.Write(loginMsg)
if err != nil {
fmt.Println("Sorry, could not communicate with server...")
}
fmt.Println("Starting client loop")
messageInputChan := make(chan *LobbyMessage)
go func() {
for {
messageBytes := make([]byte, 1024)
n, err := conn.Read(messageBytes)
if err != nil {
fmt.Println("Sorry, failed to read message from server...", err)
}
message := &LobbyMessage{}
err = proto.Unmarshal(messageBytes[:n], message)
if err != nil {
fmt.Println("Sorry, the server sent something weird back...")
}
messageInputChan <- message
}
}()
for {
select {
case msg := <-messageInputChan:
if isDone, gameID := handleLobbyMessage(conn, msg); isDone {
if gameID != "" {
interruptChan <- Interrupter{
MessageType: "game",
Message: gameID,
ReplyChan: make(chan string),
}
return
} else {
return
}
}
case msg := <-messageOutputChan:
fmt.Println("Sending message out", msg)
err := SendMessageToServer(conn, msg)
if err != nil {
fmt.Println("Error!", err)
}
}
}
}
func handleLobbyMessage(serverConn net.Conn, message *LobbyMessage) (bool, string) {
switch message.Type {
case "text":
fmt.Println(message.Content)
return false, ""
case "error":
fmt.Println("Error:", message.Content)
return false, ""
case "invite":
fmt.Println("GOT INVITE!")
replyChan := make(chan string)
interruptChan <- Interrupter{
MessageType: "invite",
Message: fmt.Sprintf("Invite from player %s\nAccept: Y Decline: N", message.Content),
ReplyChan: replyChan,
}
input := <-replyChan
if strings.ToLower(input) == "yes" || strings.ToLower(input) == "y" {
SendMessageToServer(serverConn, &LobbyMessage{Type: "accept_game", Content: username})
SendMessageToServer(serverConn, &LobbyMessage{Type: "quit", Content: username})
return true, message.Content
} else {
SendMessageToServer(serverConn, &LobbyMessage{Type: "decline_game", Content: username})
}
return false, ""
case "accept":
fmt.Println(message.Content, "accepted your invite. Game starting...")
SendMessageToServer(serverConn, &LobbyMessage{Type: "quit", Content: username})
return true, message.Content
case "decline_game":
fmt.Println("Sorry,", message.Content, "declined your game invite...")
return false, ""
case "connect":
lobby <- LobbyPlayerStatus{Username: message.Content, Status: "connected"}
fmt.Println(message.Content, "connected!")
return false, ""
case "disconnect":
lobby <- LobbyPlayerStatus{Username: message.Content, Status: "disconnected"}
fmt.Println(message.Content, "disconnected!")
return false, ""
case "pong":
log.Println("PoNg!")
return false, ""
default:
log.Println("Got message", message)
}
return false, ""
}
func SendMessageToServer(connection net.Conn, message *LobbyMessage) error {
bytes, err := proto.Marshal(message)
if err != nil {
return fmt.Errorf("Error marshalling message. Your protobuf is wack yo.")
}
_, err = connection.Write(bytes)
if err != nil {
return fmt.Errorf("Error writing to client connection")
}
return nil
}