sshpong/internal/netwrk/lobby.go

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package netwrk
import (
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"io"
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"log"
"net"
"google.golang.org/protobuf/proto"
)
func handleLobbyConnection(conn net.Conn) {
messageBytes := make([]byte, 4096)
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ingress := make(chan *LobbyMessage)
egress := make(chan *LobbyMessage)
// Network Reader
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go func() {
for {
n, err := conn.Read(messageBytes)
if err == io.EOF {
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conn.Close()
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return
}
if err != nil {
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conn.Close()
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log.Printf("Error reading message %v", err)
return
}
message := LobbyMessage{}
err = proto.Unmarshal(messageBytes[:n], &message)
if err != nil {
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log.Println("Invalid message received from client", err)
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}
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ingress <- &message
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}
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}()
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// Network Writer
go func() {
for {
msg := <-egress
bytes, err := proto.Marshal(msg)
if err != nil {
log.Println("Error marshalling message to send to user...", err)
}
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log.Println("sending message to user!")
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_, err = conn.Write(bytes)
if err == io.EOF {
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conn.Close()
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log.Println("User has disconnected", err)
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ingress <- &LobbyMessage{
Type: "disconnect",
Content: msg.PlayerId,
}
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}
if err != nil {
log.Println("Error writing to user...", err)
}
}
}()
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// Client message handler
go func() {
for {
msg := <-ingress
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serverMsg, err := handleClientLobbyMessage(msg, conn)
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if err != nil {
log.Println("Error handling client lobby message...", err)
}
if serverMsg != nil {
egress <- serverMsg
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}
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}
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}()
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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(message *LobbyMessage, conn net.Conn) (*LobbyMessage, error) {
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switch message.Type {
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// Handle an name/login message from a player
// Store the new player in the lobbyMembers
// Send a connection message for each of the lobbyMembers to the new player
// Send a connection message to all members in the lobby
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case "name":
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log.Println("Got a name message!", message)
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_, ok := lobbyMembers.Load(message.Content)
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if ok {
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return &LobbyMessage{Type: "name_error", Content: "Sorry, that name is already taken, please try a different name"}, nil
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}
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username := message.Content
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lobbyMembers.Store(username, Client{Username: username, Conn: conn})
log.Println("Storing new user!")
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// Send all client messages
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lobbyMembers.Range(func(lobbyUsername any, client any) bool {
log.Println("ranging over users!")
usernameString, _ := lobbyUsername.(string)
externalMessageChan <- ExternalMessage{Target: username, Message: &LobbyMessage{Type: "connect", Content: usernameString}}
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return true
})
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log.Println("Broadcasting new player", message.Content)
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broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: username})
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return &LobbyMessage{PlayerId: username, Type: "name", Content: username}, nil
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// Handle an invite message by sending a message to the target player
// Send an invite message to the invitee: message.Content
// Send an ack message to the inviter: message.PlayerId
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case "invite":
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externalMessageChan <- ExternalMessage{
Target: message.Content,
Message: message,
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}
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return &LobbyMessage{Type: "invite", Content: message.PlayerId}, nil
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// Handle a accept message from a player that was invited
// Send an ack message back to the player: message.PlayerId
// Send an invite ack message back to the inviter: message.Content
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case "accept_game":
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externalMessageChan <- ExternalMessage{
Target: message.Content,
Message: &LobbyMessage{Type: "accept", Content: ""},
}
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return &LobbyMessage{Type: "accept", Content: ""}, nil
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// Handle a chat message from a player with PlayerId
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case "chat":
broadcastToLobby(&LobbyMessage{PlayerId: message.PlayerId, Type: "text", Content: message.Content})
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return nil, nil
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// Handle a decline_game message from a player that was invited
// Send an ack message back to the invitee: message.PlayerId
// Send an ack message to the inviter: message.Content
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case "decline_game":
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externalMessageChan <- ExternalMessage{
Target: message.Content,
Message: &LobbyMessage{Type: "decline", Content: ""},
}
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return &LobbyMessage{Type: "decline_game", Content: message.PlayerId}, nil
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// Handle a quit message from a player that was connected
// broadcast the player quit to the lobby
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case "quit":
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lobbyMembers.Delete(message.PlayerId)
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broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId})
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return nil, nil
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// Ping and pong
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case "ping":
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return &LobbyMessage{Type: "pong", Content: "pong"}, nil
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// Ping and pong
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default:
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return &LobbyMessage{Type: "pong", Content: "pong"}, nil
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}
}
func broadcastToLobby(message *LobbyMessage) {
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lobbyMembers.Range(func(playerId, player interface{}) bool {
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bytes, err := proto.Marshal(message)
if err != nil {
log.Println("Error marshalling broadcast message", err)
}
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client := player.(Client)
_, err = client.Conn.Write(bytes)
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if err != nil {
log.Println("Error broadcasting to clients...", err)
}
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return true
})
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}