sshpong/internal/netwrk/netwrk.go

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package netwrk
import (
"fmt"
"log"
"net"
"time"
"github.com/google/uuid"
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"google.golang.org/protobuf/proto"
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)
type Client struct {
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name string
conn net.Conn
ready bool
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}
type ClientPool struct {
clients map[string]Client
}
type GameClients struct {
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client1 chan GameMessage
client2 chan GameMessage
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}
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type GameChans struct {
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games map[string]GameClients
}
var clientPool *ClientPool
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var gameChans *GameChans
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// Starts listening on port 12345 for TCP connections
// Also creates client pool and game connection singletons
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func Listen() {
clientPool = &ClientPool{
clients: map[string]Client{},
}
listener, err := net.Listen("tcp", ":12345")
if err != nil {
log.Fatal(err)
}
defer listener.Close()
go func() {
for {
conn, err := listener.Accept()
if err != nil {
log.Println(err)
continue
}
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go handleLobbyConnection(conn)
}
}()
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gameChans = &GameChans{
games: map[string]GameClients{},
}
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go func() {
for {
conn, err := listener.Accept()
if err != nil {
log.Println(err)
continue
}
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handleGameConnection(conn)
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}
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}()
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}
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func handleGameConnection(conn net.Conn) {
defer conn.Close()
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messageBytes := make([]byte, 126)
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n, err := conn.Read(messageBytes)
if err != nil {
log.Printf("Error reading game ID on connection", err)
}
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gameID := string(messageBytes[:n])
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if err != nil {
log.Printf("Game id was not a string?", err)
}
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clientChan := make(chan GameMessage)
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n, err := conn.Read(messageBytes)
if err != nil {
log.Printf("Error reading message %v", err)
return
}
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gameID := messageBytes[:n]
clientChan, ok := gameChans[gameID]
if !ok {
GameClients{
client1: clientChan,
client2: nil,
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}
}
}
func handleGameMessage(conn net.Conn, message GameMessage) error {
return nil
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}
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func handleLobbyConnection(conn net.Conn) {
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defer conn.Close()
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messageBytes := make([]byte, 4096)
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for {
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n, err := conn.Read(messageBytes)
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if err != nil {
log.Printf("Error reading message %v", err)
return
}
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if isDone, err := handleLobbyMessage(conn, messageBytes[:n]); err != nil || isDone {
return
}
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}
}
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// Returns a bool of whether the player has disconnected from the lobby and an error
func handleLobbyMessage(playerConnection net.Conn, bytes []byte) (bool, error) {
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message := LobbyMessage{}
err := proto.Unmarshal(bytes, &message)
if err != nil {
return false, fmt.Errorf("Invalid message received from client")
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}
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switch message.Type {
case "name":
clientPool.clients[uuid.New().String()] = Client{
name: message.Content,
conn: playerConnection,
ready: false,
}
break
case "invite_player":
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: playerID})
return false, nil
case "cancel_invite":
case "accept_game":
AcceptGame(message.Content)
return true, nil
case "decline_game":
DeclineGame()
return false, nil
case "quit":
DeletePlayer(message.Content)
return true, nil
case "ping":
PongPlayer(message.Content)
return false, nil
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default:
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PongPlayer(message.Content)
return false, nil
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}
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return false, nil
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}
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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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}
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return nil
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}
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func GetPool() (map[string]Client, bool) {
if clientPool.clients != nil {
return clientPool.clients, true
}
return clientPool.clients, false
}
func CreateGame(clientID1, clientID2 string) (string, error) {
client1, ok := clientPool.clients[clientID1]
if !ok {
return "", fmt.Errorf("Client 1 was not found in client pool :(")
}
if err := client1.conn.SetWriteDeadline(time.Time{}); err != nil {
return "", fmt.Errorf("Client 1 was not responsive")
}
client2, ok := clientPool.clients[clientID2]
if !ok {
return "", fmt.Errorf("Client 2 was not found in client pool :(")
}
if err := client2.conn.SetWriteDeadline(time.Time{}); err != nil {
return "", fmt.Errorf("Client 2 was not responsive")
}
gameID := uuid.New().String()
gameConnections.games[gameID] = GameClients{
client1: client1,
client2: client2,
}
return gameID, nil
}
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func SendGameUpdateToLobbyClients(gameID string, message *LobbyMessage) error {
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clients, ok := gameConnections.games[gameID]
if !ok {
return fmt.Errorf("Could not find game clients record")
}
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bytes, err := proto.Marshal(message)
if err != nil {
return fmt.Errorf("message could not be marshalled")
}
_, err = clients.client1.conn.Write(bytes)
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if err != nil {
return fmt.Errorf("Could not write to client1 connection")
}
_, err = clients.client1.conn.Write(bytes)
if err != nil {
return fmt.Errorf("Could not write to client2 connection")
}
return nil
}
func PingAndCleanLobbyClients() {
ping := []byte("ping")
deadClients := []string{}
for id, client := range clientPool.clients {
client.conn.SetWriteDeadline(time.Now().Add(time.Second))
_, err := client.conn.Write(ping)
if err != nil {
log.Println("Could not write to client, deleting connection:", id)
deadClients = append(deadClients, id)
}
}
for _, id := range deadClients {
delete(clientPool.clients, id)
}
}