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
+104 -103
View File
@@ -19,121 +19,116 @@ var help = fmt.Errorf("use invite <player name> to invite a player\nchat or / to
var red = "\x1b[31m"
var normal = "\033[0m"
func HandleUserInput(args []string, username string) (lobby.LobbyMessage, error) {
func HandleUserInput(args []string, username string) ([]byte, error) {
if len(args) == 0 {
return lobby.LobbyMessage{}, help
return []byte{}, help
}
switch args[0] {
case "invite":
if args[1] != "" {
return lobby.LobbyMessage{
MessageType: "invite",
Message: lobby.Invite{From: username, To: args[1]}}, nil
msg, err := lobby.Marshal(lobby.InviteData{From: username, To: args[1]}, lobby.Invite)
if err != nil {
slog.Debug("invite message was not properly marshalled", "error", err)
}
return msg, err
} else {
fmt.Println("Please provide a player to invite ")
}
case "chat":
if args[1] != "" {
return lobby.LobbyMessage{
MessageType: "chat",
Message: lobby.Chat{
From: username,
Message: args[1],
},
}, nil
msg, err := lobby.Marshal(lobby.ChatData{
From: username,
Message: strings.Join(args[1:], " "),
}, lobby.Chat)
if err != nil {
slog.Debug("chat message was not properly marshalled", "error", err)
}
return msg, err
}
case "/":
if args[1] != "" {
return lobby.LobbyMessage{
MessageType: "chat",
Message: lobby.Chat{
From: username,
Message: args[1],
},
}, nil
msg, err := lobby.Marshal(lobby.ChatData{
From: username,
Message: strings.Join(args[1:], " "),
}, lobby.Chat)
if err != nil {
slog.Debug("chat slash message was not properly marshalled", "error", err)
}
return msg, err
}
case "quit":
return lobby.LobbyMessage{}, io.EOF
return []byte{}, io.EOF
case "q":
return lobby.LobbyMessage{}, io.EOF
return []byte{}, io.EOF
case "help":
return lobby.LobbyMessage{}, help
return []byte{}, help
case "h":
return lobby.LobbyMessage{}, help
return []byte{}, help
default:
if strings.Index(args[0], "/") == 0 {
return lobby.LobbyMessage{
MessageType: "chat",
Message: lobby.Chat{
From: username,
Message: args[1],
},
}, nil
msg, err := lobby.Marshal(lobby.ChatData{
From: username,
Message: strings.Join(args, " ")[1:],
}, lobby.Chat)
if err != nil {
slog.Debug("chat slash default message was not properly marshalled", "error", err)
}
return msg, err
}
return lobby.LobbyMessage{}, help
return []byte{}, help
}
return lobby.LobbyMessage{}, nil
return []byte{}, nil
}
func HandleInterruptInput(incoming InterrupterMessage, args []string, username string) (lobby.LobbyMessage, error) {
func HandleInterruptInput(incoming InterrupterMessage, args []string, username string) ([]byte, error) {
switch incoming.InterruptType {
// Respond with yes if you accept game
case "invite":
if len(args) < 1 {
return lobby.LobbyMessage{
MessageType: "decline",
Message: lobby.Decline{
From: username,
To: incoming.Content,
},
}, nil
return []byte{}, nil
} else {
if strings.ToLower(args[0]) == "y" || strings.ToLower(args[0]) == "yes" {
return lobby.LobbyMessage{MessageType: "accept", Message: lobby.Accept{
msg, err := lobby.Marshal(lobby.AcceptData{
From: username,
To: incoming.Content,
},
}, nil
}, lobby.Accept)
if err != nil {
slog.Debug("accept message was not properly marshalled", "error", err)
}
return msg, err
}
}
// // Cancel waiting for invite? we aren't doing this I guess.
// case "decline":
// return nil,
// Disconnect and connect to game
case "accepted":
return lobby.LobbyMessage{
MessageType: "disconnect",
Message: lobby.Disconnect{
From: incoming.Content,
},
}, nil
msg, err := lobby.Marshal(lobby.DisconnectData{
From: incoming.Content,
}, lobby.Disconnect)
if err != nil {
slog.Debug("disconnect message was not properly marshalled", "error", err)
}
return msg, err
case "start_game":
return lobby.LobbyMessage{
MessageType: "start_game",
Message: lobby.StartGame{GameID: incoming.Content},
}, nil
msg, err := lobby.Marshal(lobby.StartGameData{
To: "",
GameID: incoming.Content,
}, lobby.Chat)
if err != nil {
slog.Debug("start game message was not properly marshalled", "error", err)
}
return msg, err
}
return lobby.LobbyMessage{}, fmt.Errorf("received a interrupt message that could not be handled %v", incoming)
return []byte{}, fmt.Errorf("received a interrupt message that could not be handled %v", incoming)
}
func HandleServerMessage(message lobby.LobbyMessage) (InterrupterMessage, error) {
func HandleServerMessage(msg []byte) (InterrupterMessage, error) {
header := msg[0]
msg := message.Message
switch message.MessageType {
case "name":
nmsg, ok := msg.(lobby.Name)
if !ok {
return InterrupterMessage{}, errors.New("Not a properly formatted name message")
}
fmt.Printf("Current Players\n%s\n", nmsg)
case "invite":
imsg, ok := msg.(lobby.Invite)
if !ok {
switch header {
case lobby.Invite:
imsg, err := lobby.Unmarshal[lobby.InviteData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a propertly formatted invite message")
}
fmt.Println(imsg.From, "is inviting you to a game\nType y to accept...")
@@ -141,17 +136,17 @@ func HandleServerMessage(message lobby.LobbyMessage) (InterrupterMessage, error)
InterruptType: "invite",
Content: imsg.From,
}, nil
case "pending_invite":
pimsg, ok := msg.(lobby.PendingInvite)
if !ok {
case lobby.PendingInvite:
pimsg, err := lobby.Unmarshal[lobby.PendingInviteData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formatted pending invite message")
}
fmt.Println("Invite sent to", pimsg.Recipient, "\nWaiting for response...")
case "accepted":
amsg, ok := msg.(lobby.Accepted)
if !ok {
case lobby.Accepted:
amsg, err := lobby.Unmarshal[lobby.AcceptedData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formatted accepted message")
}
fmt.Println(amsg.Accepter, "accepted your invite.", "Press Enter to connect to game...")
@@ -159,54 +154,60 @@ func HandleServerMessage(message lobby.LobbyMessage) (InterrupterMessage, error)
InterruptType: "start_game",
Content: amsg.GameID,
}, nil
case "start_game":
sgmsg, ok := msg.(lobby.StartGame)
if !ok {
case lobby.StartGame:
sgmsg, err := lobby.Unmarshal[lobby.StartGameData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formatted start game message")
}
return InterrupterMessage{
InterruptType: "start_game",
Content: sgmsg.GameID,
}, nil
case "chat":
cmsg, ok := msg.(lobby.Chat)
if !ok {
case lobby.Chat:
cmsg, err := lobby.Unmarshal[lobby.ChatData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formatted chat message")
}
fmt.Println(cmsg.From, ":", cmsg.Message)
case "decline":
dmsg, ok := msg.(lobby.Decline)
if !ok {
case lobby.Decline:
dmsg, err := lobby.Unmarshal[lobby.DeclineData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formatted decline message")
}
fmt.Println(dmsg.From, "declined your game invite")
case "disconnect":
dmsg, ok := msg.(lobby.Disconnect)
if !ok {
case lobby.Disconnect:
dmsg, err := lobby.Unmarshal[lobby.DisconnectData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formatted disconnect message")
}
fmt.Println(dmsg.From, "has disconnected")
case "connect":
cmsg, ok := msg.(lobby.Connect)
if !ok {
case lobby.Connect:
cmsg, err := lobby.Unmarshal[lobby.ConnectData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formated connect message")
}
fmt.Println(cmsg.From, "has connected")
case "pong":
fmt.Println("Received pong")
case "error":
em, ok := msg.(lobby.Error)
if !ok {
slog.Debug("Received an indecipherable error message...", slog.Any("msg", msg))
case lobby.CurrentlyConnected:
ccmsg, err := lobby.Unmarshal[lobby.CurrentlyConnectedData](msg)
if err != nil {
return InterrupterMessage{}, errors.New("Not a properly formated connect message")
}
fmt.Printf("Current Players\n%s\n", ccmsg.Players)
case lobby.Error:
em, err := lobby.Unmarshal[lobby.ErrorData](msg)
if err != nil {
slog.Debug("Received an indecipherable error message...", slog.Any("msg", msg[1:]))
}
fmt.Println(red, em.Message, normal)
default:
fmt.Println("Received", message.MessageType, message.Message)
}
return InterrupterMessage{}, nil
}