networking protocol refactor

This commit is contained in:
Beric Bearnson 2024-09-28 23:26:06 -06:00
parent a97bd301d5
commit 15e7f20f1a
5 changed files with 397 additions and 480 deletions

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)
ingress <- buf[:n]
}
serverMessages <- message
}
}(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...")
}

View File

@ -44,7 +44,23 @@ func LobbyListen() {
log.Println(err)
continue
}
go l.HandleLobbyConnection(conn)
go func() {
client, msgOut := l.InitialConnectionHandler(conn)
_, err = conn.Write(msgOut)
if err != nil {
slog.Debug("error writing to new player... disconnecting")
msg, err := lobby.Marshal(lobby.DisconnectData{
From: client.Username,
}, lobby.Disconnect)
if err != nil {
slog.Error("error marshalling disconnect message on player connect")
}
l.BroadcastToLobby(msg)
}
go l.HandleLobbyConnection(client)
}()
}
}

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{
msg, err := lobby.Marshal(lobby.ChatData{
From: username,
Message: args[1],
},
}, nil
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{
msg, err := lobby.Marshal(lobby.ChatData{
From: username,
Message: args[1],
},
}, nil
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{
msg, err := lobby.Marshal(lobby.ChatData{
From: username,
Message: args[1],
},
}, nil
Message: strings.Join(args, " ")[1:],
}, lobby.Chat)
if err != nil {
slog.Debug("chat slash default message was not properly marshalled", "error", err)
}
return lobby.LobbyMessage{}, help
return msg, err
}
return lobby.LobbyMessage{}, nil
return []byte{}, help
}
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{
msg, err := lobby.Marshal(lobby.DisconnectData{
From: incoming.Content,
},
}, nil
}, 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
}

View File

@ -2,7 +2,6 @@ package lobby
import (
"fmt"
"io"
"log"
"log/slog"
"net"
@ -24,7 +23,7 @@ type Client struct {
type ExternalMessage struct {
From string
Target string
Message LobbyMessage
Message []byte
}
func CreateLobby() *Lobby {
@ -52,13 +51,7 @@ func CreateLobby() *Lobby {
slog.Debug("Item that was not a client found in the lobby map...", slog.Any("key", msg.From))
}
go func() {
em := LobbyMessage{
MessageType: "error",
Message: Error{
Message: fmt.Sprintf("Sorry, player %s is not available...", msg.Target),
},
}
b, err := Marshal(em)
b, err := Marshal(ErrorData{Message: fmt.Sprintf("Sorry player %s is not available...", msg.Target)}, Error)
if err != nil {
slog.Debug("Could not marshall error message for missing player", slog.Any("error", err))
}
@ -68,16 +61,12 @@ func CreateLobby() *Lobby {
}
c, ok := tc.(Client)
if !ok {
slog.Debug("Item that was not a client found in the lobby map...", slog.Any("key", msg.From))
lm.Delete(msg.Target)
continue
}
go func() {
b, err := Marshal(msg.Message)
if err != nil {
slog.Debug("Could not marshal external message...", slog.Any("error", err))
}
c.Conn.Write(b)
c.Conn.Write(msg.Message)
}()
}
@ -86,33 +75,33 @@ func CreateLobby() *Lobby {
return &l
}
func (l *Lobby) HandleLobbyConnection(conn net.Conn) {
func (l *Lobby) HandleLobbyConnection(client Client) {
messageBytes := make([]byte, 4096)
ingress := make(chan LobbyMessage)
egress := make(chan LobbyMessage)
ingress := make(chan []byte)
egress := make(chan []byte)
// Network Reader
go func() {
for {
n, err := conn.Read(messageBytes)
if err == io.EOF {
conn.Close()
return
}
n, err := client.Conn.Read(messageBytes)
if err != nil {
conn.Close()
client.Conn.Close()
log.Printf("Error reading message %v", err)
l.lobbyMembers.Delete(client.Username)
// Server receives a disconnect message of the user
msg, err := Marshal(DisconnectData{
From: client.Username,
}, Disconnect)
if err != nil {
slog.Error("error marshalling responsive disconnect of EOF error", "error", err)
} else {
ingress <- msg
}
return
}
message := LobbyMessage{}
message, err = Unmarshal(messageBytes[:n])
if err != nil {
log.Println("Invalid message received from client", err)
}
ingress <- message
ingress <- messageBytes[:n]
}
}()
@ -120,21 +109,21 @@ func (l *Lobby) HandleLobbyConnection(conn net.Conn) {
go func() {
for {
msg := <-egress
bytes, err := Marshal(msg)
_, err := client.Conn.Write(msg)
if err != nil {
log.Println("Error marshalling message to send to user...", err)
}
_, err = conn.Write(bytes)
if err == io.EOF {
conn.Close()
log.Println("User has disconnected", err)
client.Conn.Close()
// TODO: write message for disconnect to everyone?
slog.Debug("Sending bad disconnect message")
ingress <- LobbyMessage{MessageType: "disconnect", Message: Disconnect{}}
}
l.lobbyMembers.Delete(client.Username)
// Server receives a disconnect message of the user
msg, err := Marshal(DisconnectData{
From: client.Username,
}, Disconnect)
if err != nil {
log.Println("Error writing to user...", err)
slog.Error("error marshalling responsive disconnect of EOF error", "error", err)
} else {
ingress <- msg
}
}
}
}()
@ -143,139 +132,158 @@ func (l *Lobby) HandleLobbyConnection(conn net.Conn) {
go func() {
for {
msg := <-ingress
serverMsg, err := l.handleClientLobbyMessage(&msg, conn)
slog.Debug("Received an ingress message", "message", msg)
resMsg, err := l.handleClientLobbyMessage(msg)
if err != nil {
log.Println("Error handling client lobby message...", err)
resMsg, err = Marshal(ErrorData{
Message: err.Error(),
}, Error)
}
if serverMsg.MessageType != "" {
egress <- serverMsg
if len(resMsg) > 0 {
egress <- resMsg
}
}
}()
}
// Returns a bool of whether the player has disconnected from the lobby and an error
func (l *Lobby) handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (LobbyMessage, error) {
switch message.MessageType {
// Handle an name/login message from a player
// Store the new player in the l.lobbyMembers
// Send a connection message for each of the l.lobbyMembers to the new player
// Send a connection message to all members in the lobby
case "name":
_, ok := l.lobbyMembers.Load(message.Message)
if ok {
return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry, that name is already taken, please try a different name"}}, nil
func (l *Lobby) handleClientLobbyMessage(msg []byte) ([]byte, error) {
header := msg[0]
switch header {
case Chat:
l.BroadcastToLobby(msg)
return []byte{}, nil
case Invite:
i, err := Unmarshal[InviteData](msg)
if err != nil {
slog.Debug("error unmarshalling invite message", "error", err)
return []byte{}, err
}
nm, ok := message.Message.(Name)
if !ok {
return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for name"}}, nil
msg, err := Marshal(InviteData{
From: i.From,
To: i.To,
}, Invite)
if err != nil {
slog.Error("error marshalling invite data...", "error", err)
return []byte{}, err
}
l.lobbyMembers.Store(nm.Name, Client{Username: nm.Name, Conn: conn})
// Build current lobby list
var lobby []string
l.lobbyMembers.Range(func(lobbyUsername any, client any) bool {
usernameString, _ := lobbyUsername.(string)
lobby = append(lobby, usernameString)
return true
})
l.broadcastToLobby(LobbyMessage{MessageType: "connect", Message: Name{Name: nm.Name}})
return LobbyMessage{MessageType: "name", Message: Name{
Name: nm.Name,
},
}, nil
// 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
case "invite":
i, ok := message.Message.(Invite)
if !ok {
return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for invite"}}, nil
}
// TODO: figure out this shit
l.ExternalMessageChannel <- ExternalMessage{
From: i.From,
Target: i.To,
Message: LobbyMessage{},
Message: msg,
}
return LobbyMessage{MessageType: "pending_invite", Message: PendingInvite{
return Marshal(PendingInviteData{
Recipient: i.To,
}}, nil
}, PendingInvite)
// Handle a accept message from a player that was invited
// Send a game_start message back to the player: message.Content
// Send an accepted message back to the inviter: message.PlayerId
case "accept":
gameID := uuid.NewString()
// TODO: is pending invite really something that we need?
// case PendingInvite:
// pi, err := Unmarshal[PendingInviteData](msg)
// if err != nil {
// slog.Debug("error unmarshalling pending invite message", err)
// return
// }
am, ok := message.Message.(Accept)
if !ok {
return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for accept"}}, nil
case Accept:
a, err := Unmarshal[AcceptData](msg)
if err != nil {
slog.Debug("error unmarshalling accept message", "error", err)
return []byte{}, err
}
slog.Debug("incoming accept message", slog.Any("From", am.From), slog.Any("To", am.To))
gID := uuid.NewString()
msg, err := Marshal(AcceptedData{
Accepter: a.From,
GameID: gID,
}, Accepted)
l.ExternalMessageChannel <- ExternalMessage{
Target: am.To,
Message: LobbyMessage{MessageType: "accepted", Message: Accepted{
Accepter: am.From,
GameID: gameID,
},
}}
return LobbyMessage{MessageType: "start_game", Message: StartGame{To: am.From, GameID: gameID}}, nil
// Handle a chat message from a player with PlayerId
case "chat":
c, ok := message.Message.(Chat)
if !ok {
return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for chat"}}, nil
From: a.From,
Target: a.To,
Message: msg,
}
l.broadcastToLobby(LobbyMessage{MessageType: "text", Message: Chat{
From: c.From,
Message: c.Message,
}})
return LobbyMessage{}, nil
// Handle a quit message from a player that was connected
// broadcast the player quit to the lobby
case "quit":
q, ok := message.Message.(Disconnect)
if !ok {
return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for quit"}}, nil
return Marshal(StartGameData{
To: a.From,
GameID: gID,
}, StartGame)
case Accepted:
a, err := Unmarshal[AcceptedData](msg)
if err != nil {
slog.Debug("error unmarshalling accpeted message", "error", err)
return []byte{}, err
}
l.lobbyMembers.Delete(q.From)
l.broadcastToLobby(LobbyMessage{MessageType: "disconnect", Message: Disconnect{
From: q.From,
}})
return LobbyMessage{}, nil
// Ping and pong
case "ping":
return LobbyMessage{MessageType: "pong", Message: "pong"}, nil
// TODO: figure out the accepted and start game data situation... To field is a little hard to fill.
return Marshal(StartGameData{
To: "",
GameID: a.GameID,
}, StartGame)
// Ping and pong
default:
return LobbyMessage{MessageType: "pong", Message: "pong"}, nil
// TODO: Like pending invite, I think start game is only a client message
// case StartGame:
// sg, err := Unmarshal[StartGameData](msg)
// if err != nil {
// slog.Debug("error unmarshalling start game message", err)
// return []byte{}, err
// }
// TODO: Do we even want to support decline responses?
// case Decline:
// d, err := Unmarshal[DeclineData](msg)
// if err != nil {
// slog.Debug("error unmarshalling decline message", err)
// return []byte{}, err
// }
case Disconnect:
d, err := Unmarshal[DisconnectData](msg)
if err != nil {
slog.Debug("error unmarshalling disconnect message", "error", err)
return []byte{}, err
}
l.lobbyMembers.Delete(d.From)
msg, err := Marshal(DisconnectData{
From: d.From,
}, Disconnect)
l.BroadcastToLobby(msg)
// TODO: how do we handle a disconnect for the client's side
return []byte{}, nil
// TODO: This is just a client side message right...?
// case Connect:
// c, err := Unmarshal[ConnectData](msg)
// if err != nil {
// slog.Debug("error unmarshalling connect message", err)
// return
// }
// TODO: This is just a client side message right...?
// case Error:
// e, err := Unmarshal[ErrorData](msg)
// if err != nil {
// slog.Debug("error unmarshalling error message", err)
// return []byte{}, err
// }
}
return []byte{}, nil
}
func (l *Lobby) broadcastToLobby(message LobbyMessage) {
func (l *Lobby) BroadcastToLobby(bytes []byte) {
var disconnectedUsers []string
l.lobbyMembers.Range(func(playerId, player interface{}) bool {
bytes, err := Marshal(message)
if err != nil {
log.Println("Error marshalling broadcast message", err)
}
client := player.(Client)
_, err = client.Conn.Write(bytes)
_, err := client.Conn.Write(bytes)
if err != nil {
log.Println("Error broadcasting to clients...", err)
disconnectedUsers = append(disconnectedUsers, playerId.(string))
@ -288,3 +296,62 @@ func (l *Lobby) broadcastToLobby(message LobbyMessage) {
l.lobbyMembers.Delete(player)
}
}
func (l *Lobby) InitialConnectionHandler(conn net.Conn) (Client, []byte) {
msg := make([]byte, 256)
nb, err := conn.Read(msg)
if err != nil {
slog.Debug("error reading from initial connection")
}
msg = msg[:nb]
n, err := Unmarshal[NameData](msg)
if err != nil {
slog.Debug("error unmarshalling name message:", "error", err.Error(), "message", msg[1:nb])
msgOut, err := Marshal(ErrorData{
Message: "incorrectly formatted username in name message",
}, Error)
if err != nil {
slog.Error("error marshalling error message for incorrectly formatted username")
}
return Client{}, msgOut
}
_, ok := l.lobbyMembers.Load(n.Name)
if ok {
msg, err := Marshal(ErrorData{
Message: "Sorry that name is already taken, please try a different name",
}, Error)
if err != nil {
slog.Error("error marshalling error on name already taken msg")
}
return Client{}, msg
}
h, err := Marshal(ConnectData{
From: n.Name,
}, Connect)
if err != nil {
slog.Debug("error marshalling broadcast connect message on player connect", "error", err)
return Client{Username: n.Name, Conn: conn}, h
}
l.BroadcastToLobby(h)
// Build current lobby list
var lobby []string
l.lobbyMembers.Range(func(lobbyUsername any, client any) bool {
usernameString, _ := lobbyUsername.(string)
lobby = append(lobby, usernameString)
return true
})
msgOut, err := Marshal(CurrentlyConnectedData{Players: lobby}, CurrentlyConnected)
if err != nil {
slog.Debug("Error marshalling currectly connected data on player connect")
}
client := Client{
Username: n.Name,
Conn: conn,
}
l.lobbyMembers.Store(n.Name, client)
return client, msgOut
}

View File

@ -1,244 +1,94 @@
package lobby
import (
"encoding/base64"
"encoding/json"
"errors"
"log/slog"
"reflect"
"strings"
import "encoding/json"
const (
Name = iota
Chat
Invite
PendingInvite
Accept
Accepted
StartGame
Decline
Disconnect
Connect
CurrentlyConnected
Error
)
type LobbyMessage struct {
MessageType string `json:"message_type"`
Message any `json:"message"`
}
type Name struct {
type NameData struct {
Name string `json:"name"`
}
type Chat struct {
type ChatData struct {
From string `json:"from"`
Message string `json:"message"`
}
type Invite struct {
type InviteData struct {
From string `json:"from"`
To string `json:"to"`
}
type PendingInvite struct {
type PendingInviteData struct {
Recipient string `json:"recipient"`
}
type Accept struct {
type AcceptData struct {
From string `json:"from"`
To string `json:"to"`
}
type Accepted struct {
type AcceptedData struct {
Accepter string `json:"accepter"`
GameID string `json:"game_id"`
}
type StartGame struct {
type StartGameData struct {
To string `json:"to"`
GameID string `json:"game_id"`
}
type Decline struct {
type DeclineData struct {
From string `json:"from"`
To string `json:"to"`
}
type Disconnect struct {
type DisconnectData struct {
From string `json:"from"`
}
type Connect struct {
type ConnectData struct {
From string `json:"from"`
}
type Error struct {
type CurrentlyConnectedData struct {
Players []string `json:"players"`
}
type ErrorData struct {
Message string `json:"message"`
}
func Marshal(a LobbyMessage) ([]byte, error) {
slog.Debug("Marshalling message", slog.Any("message type", a.MessageType))
bm, err := json.Marshal(a.Message)
func Unmarshal[T NameData | ChatData | InviteData | PendingInviteData | AcceptData | AcceptedData | StartGameData | DeclineData | DisconnectData | ConnectData | CurrentlyConnectedData | ErrorData](msg []byte) (T, error) {
var d T
err := json.Unmarshal(msg[1:], &d)
if err != nil {
return nil, err
return d, err
}
a.Message = bm
return json.Marshal(a)
return d, nil
}
// Use this to get the appropriate message type into the message field then assert the
// right struct accordingly to safely access the fields you need.
func Unmarshal(b []byte) (LobbyMessage, error) {
lm := LobbyMessage{}
err := json.Unmarshal(b, &lm)
func Marshal[T NameData | ChatData | InviteData | PendingInviteData | AcceptData | AcceptedData | StartGameData | DeclineData | DisconnectData | ConnectData | CurrentlyConnectedData | ErrorData](msg T, header int) ([]byte, error) {
mb, err := json.Marshal(msg)
if err != nil {
return lm, err
return mb, err
}
smsg, ok := lm.Message.(string)
if !ok {
slog.Debug("error asserting message to string")
}
slog.Debug("type of message", slog.Any("type of message", reflect.TypeOf(smsg)), slog.String("message", smsg))
b := []byte{byte(header)}
jsonBytes, err := base64.StdEncoding.DecodeString(smsg)
lm.Message = jsonBytes
b = append(b, mb...)
switch strings.ToLower(lm.MessageType) {
case "name":
n := Name{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &n)
if err != nil {
slog.Debug("Error", slog.Any("error", err))
return lm, err
}
lm.Message = n
return lm, nil
case "chat":
c := Chat{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &c)
if err != nil {
slog.Debug("chat", slog.Any("error", err))
return lm, err
}
lm.Message = c
return lm, nil
case "invite":
i := Invite{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &i)
if err != nil {
slog.Debug("invite", slog.Any("error", err))
return lm, err
}
lm.Message = i
return lm, nil
case "pending_invite":
pi := PendingInvite{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &pi)
if err != nil {
slog.Debug("pending_invite", slog.Any("error", err))
return lm, err
}
lm.Message = pi
case "accept":
a := Accept{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &a)
if err != nil {
slog.Debug("accept", slog.Any("error", err))
return lm, err
}
lm.Message = a
return lm, nil
case "accepted":
a := Accepted{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &a)
if err != nil {
slog.Debug("accepted", slog.Any("error", err))
return lm, err
}
lm.Message = a
return lm, nil
case "start_game":
sg := StartGame{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &sg)
if err != nil {
slog.Debug("start_game", slog.Any("error", err))
return lm, err
}
lm.Message = sg
return lm, nil
case "decline":
d := Decline{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &d)
if err != nil {
slog.Debug("decline", slog.Any("error", err))
return lm, err
}
lm.Message = d
return lm, nil
case "disconnect":
di := Disconnect{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &di)
if err != nil {
slog.Debug("disconnect", slog.Any("error", err))
return lm, err
}
lm.Message = di
return lm, nil
case "connect":
co := Connect{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &co)
if err != nil {
slog.Debug("connect", slog.Any("error", err))
return lm, err
}
lm.Message = co
return lm, nil
case "error":
e := Error{}
bs, ok := lm.Message.([]byte)
if !ok {
return lm, err
}
err := json.Unmarshal(bs, &e)
if err != nil {
slog.Debug("error", slog.Any("error", err))
return lm, err
}
lm.Message = e
return lm, nil
default:
return lm, errors.New("unknown message type")
}
return lm, errors.New("unknown message type")
return b, nil
}