sshpong/internal/netwrk/lobby.go

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package netwrk
import (
"fmt"
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"io"
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"log"
"net"
"google.golang.org/protobuf/proto"
)
func handleLobbyConnection(conn net.Conn) {
defer conn.Close()
messageBytes := make([]byte, 4096)
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recvMessageChan := make(chan *LobbyMessage)
go func() {
for {
fmt.Println("READING!")
n, err := conn.Read(messageBytes)
if err == io.EOF {
return
}
fmt.Println("READ something!")
if err != nil {
log.Printf("Error reading message %v", err)
return
}
message := LobbyMessage{}
err = proto.Unmarshal(messageBytes[:n], &message)
if err != nil {
log.Println("Invalid message received from client")
}
recvMessageChan <- &message
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}
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}()
for {
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select {
case msg := <-recvMessageChan:
if isDone, err := handleClientLobbyMessage(conn, msg); err != nil || isDone {
log.Println(err)
return
}
fmt.Println("Handled message")
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}
}
}
// Returns a bool of whether the player has disconnected from the lobby and an error
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func handleClientLobbyMessage(playerConnection net.Conn, message *LobbyMessage) (bool, error) {
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switch message.Type {
case "name":
_, ok := clientPool.clients[message.Content]
if ok {
SendMessageToClient(playerConnection, &LobbyMessage{Type: "error", Content: "Sorry, that name is already taken"})
return false, nil
}
playerID := message.Content
clientPool.clients[playerID] = Client{
name: playerID,
conn: playerConnection,
ready: false,
}
for _, player := range clientPool.clients {
err := SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: player.name, Type: "connect", Content: player.name})
if err != nil {
log.Println("There was an error sending the list of lobby players to client", message.Content)
}
}
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log.Println("Broadcasting new player", message.Content)
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broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: playerID})
return false, SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: playerID, Type: "name", Content: playerID})
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case "invite":
log.Println("Got invite for player:", message.Content)
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invitee, ok := clientPool.clients[message.Content]
if !ok {
SendMessageToClient(playerConnection, &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."})
return false, nil
}
SendMessageToClient(invitee.conn, &LobbyMessage{Type: "invite", Content: message.PlayerId})
return false, nil
case "accept_game":
player := clientPool.clients[message.Content]
if err := SendMessageToClient(player.conn, &LobbyMessage{Type: "accept", Content: ""}); err != nil {
SendMessageToClient(playerConnection, &LobbyMessage{Type: "error", Content: "Sorry that game is no longer available..."})
return false, nil
}
return true, nil
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case "chat":
broadcastToLobby(&LobbyMessage{PlayerId: message.PlayerId, Type: "text", Content: message.Content})
return false, nil
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case "decline_game":
inviter := clientPool.clients[message.Content]
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SendMessageToClient(inviter.conn, &LobbyMessage{Type: "decline_game", Content: message.PlayerId})
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return false, nil
case "quit":
delete(clientPool.clients, message.PlayerId)
broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId})
return true, nil
case "ping":
SendMessageToClient(playerConnection, &LobbyMessage{Type: "pong", Content: "pong"})
return false, nil
default:
SendMessageToClient(playerConnection, &LobbyMessage{Type: "pong", Content: "pong"})
return false, nil
}
}
func SendMessageToClient(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")
}
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fmt.Println("Sent message to client")
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return nil
}
func broadcastToLobby(message *LobbyMessage) {
for _, player := range clientPool.clients {
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err := SendMessageToClient(player.conn, message)
if err != nil {
log.Println("Error broadcasting to clients...", err)
}
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}
}