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