networking protocol refactor

This commit is contained in:
2024-09-28 23:26:06 -06:00
parent a97bd301d5
commit 15e7f20f1a
5 changed files with 397 additions and 480 deletions
+24 -41
View File
@@ -21,8 +21,8 @@ func main() {
fmt.Println("Welcome to sshpong!")
fmt.Println("Please enter your username")
egress := make(chan lobby.LobbyMessage)
ingress := make(chan lobby.LobbyMessage)
egress := make(chan []byte)
ingress := make(chan []byte)
interrupter := make(chan client.InterrupterMessage, 100)
exit := make(chan string)
@@ -40,7 +40,7 @@ func main() {
}
// User input handler
go func(egress chan lobby.LobbyMessage) {
go func() {
buf := make([]byte, 1024)
for {
n, err := os.Stdin.Read(buf)
@@ -51,7 +51,7 @@ func main() {
input := string(buf[:n-1])
args := strings.Fields(input)
userMessage := lobby.LobbyMessage{}
userMessage := []byte{}
select {
case msg := <-interrupter:
@@ -67,20 +67,14 @@ func main() {
}
}
egress <- userMessage
if userMessage.MessageType == "accept" || userMessage.MessageType == "disconect" {
slog.Debug("Closing input handler with accept or disconnect message", slog.Any("message content", userMessage.Message))
if userMessage[0] == lobby.Accept || userMessage[0] == lobby.Disconnect {
slog.Debug("Closing input handler with accept or disconnect message")
return
}
if userMessage.MessageType == "start_game" {
if userMessage[0] == lobby.StartGame {
slog.Debug("closing input handler with start_game message and sending exit signal")
// TODO: This is a wierd one...
sg, ok := userMessage.Message.(lobby.StartGame)
if !ok {
slog.Debug("Start game interrupt message was improperly formatted... Could be indicative of an error in the HandleinterruptInput method")
continue
}
exit <- sg.GameID
exit <- msg.Content
return
}
@@ -98,10 +92,10 @@ func main() {
}
}
}(egress)
}()
// Ingress Handler
go func(oc chan lobby.LobbyMessage) {
go func() {
for {
msg := <-ingress
@@ -114,47 +108,36 @@ func main() {
}
}
}(ingress)
}()
// Network writer
go func(userMessages chan lobby.LobbyMessage) {
go func() {
for {
msg := <-userMessages
bytes, err := lobby.Marshal(msg)
if err != nil {
log.Panic("Malformed proto message", err)
}
_, err = conn.Write(bytes)
msg := <-egress
slog.Debug("writing egress message to server", "message", msg)
_, err = conn.Write(msg)
if err == io.EOF {
log.Panic("Server disconnected sorry...")
} else if err != nil {
log.Panic("Error reading from server connection...")
log.Panic("Server disconnected, sorry...")
}
if msg.MessageType == "start_game" || msg.MessageType == "disconnect" {
if msg[0] == lobby.StartGame || msg[0] == lobby.Disconnect {
slog.Debug("closing network writer ")
return
}
}
}(egress)
}()
// Network reader
go func(serverMessages chan lobby.LobbyMessage) {
go func() {
buf := make([]byte, 1024)
for {
n, err := conn.Read(buf)
if err == io.EOF {
fmt.Println("disconnected from lobby")
} else if err != nil {
log.Panic("Error reading from server connection...", err)
log.Panic("disconnected from lobby")
}
message, err := lobby.Unmarshal(buf[:n])
if err != nil {
log.Panic("Error reading message from server", err)
}
serverMessages <- message
ingress <- buf[:n]
}
}(ingress)
}()
fmt.Println("Waiting for an exit message")
isStartGame := <-exit
@@ -179,7 +162,7 @@ func ConnectToLobby(username string) (net.Conn, error) {
return nil, fmt.Errorf("Sorry, failed to connect to server...")
}
loginMsg, err := lobby.Marshal(lobby.LobbyMessage{MessageType: "name", Message: lobby.Name{Name: username}})
loginMsg, err := lobby.Marshal(lobby.NameData{Name: username}, lobby.Name)
if err != nil {
return nil, fmt.Errorf("Sorry bro but your username is wack AF...")
}