working lobby!
This commit is contained in:
parent
e5df746e7f
commit
b3df666196
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@ -7,6 +7,7 @@ import (
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"os"
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"sshpong/internal/client"
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"sshpong/internal/netwrk"
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"strings"
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"google.golang.org/protobuf/proto"
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)
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@ -19,6 +20,7 @@ func main() {
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egress := make(chan *netwrk.LobbyMessage)
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ingress := make(chan *netwrk.LobbyMessage)
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interrupter := make(chan client.InterrupterMessage, 100)
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buf := make([]byte, 1024)
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n, err := os.Stdin.Read(buf)
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@ -42,7 +44,16 @@ func main() {
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log.Panic("Bro your input wack as fuck")
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}
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userMessage, err := client.HandleUserInput(buf[:n])
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input := string(buf[:n-1])
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args := strings.Fields(input)
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userMessage := &netwrk.LobbyMessage{}
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select {
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case msg := <-interrupter:
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userMessage, err := client.HandleInterruptInput(msg, args)
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if err != nil {
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userMessage, err = client.HandleUserInput(args)
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if err == io.EOF {
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exit <- true
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}
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@ -50,9 +61,23 @@ func main() {
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fmt.Println(err)
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continue
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}
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}
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userMessage.PlayerId = username
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egress <- userMessage
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default:
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userMessage, err = client.HandleUserInput(args)
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if err == io.EOF {
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exit <- true
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}
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if err != nil {
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fmt.Println(err)
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continue
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}
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userMessage.PlayerId = username
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egress <- userMessage
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}
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}
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}(egress)
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@ -61,7 +86,13 @@ func main() {
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for {
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msg := <-ingress
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client.HandleServerMessage(msg)
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interrupterMsg, err := client.HandleServerMessage(msg)
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if err != nil {
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log.Panic("Error handling server message disconnecting...")
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}
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if interrupterMsg.InterruptType != "" {
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interrupter <- interrupterMsg
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}
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}
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}(ingress)
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@ -3,16 +3,18 @@ package client
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import (
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"fmt"
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"io"
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"log"
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"sshpong/internal/netwrk"
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"strings"
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)
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type InterrupterMessage struct {
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InterruptType string
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Content string
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}
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var help = fmt.Errorf("use invite <player name> to invite a player\nchat or / to send a message to the lobby\nq or quit to leave the game")
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func HandleUserInput(buf []byte) (*netwrk.LobbyMessage, error) {
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input := string(buf)
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args := strings.Fields(input)
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func HandleUserInput(args []string) (*netwrk.LobbyMessage, error) {
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if len(args) == 0 {
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return nil, help
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}
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@ -49,28 +51,76 @@ func HandleUserInput(buf []byte) (*netwrk.LobbyMessage, error) {
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case "h":
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return nil, help
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default:
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if strings.Index(args[0], "/") == 0 {
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return &netwrk.LobbyMessage{
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Type: "chat",
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Content: strings.Join(args, " ")[1:],
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}, nil
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}
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return nil, help
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}
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return nil, nil
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}
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func HandleServerMessage(message *netwrk.LobbyMessage) {
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switch message.Type {
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func HandleInterruptInput(incoming InterrupterMessage, args []string) (*netwrk.LobbyMessage, error) {
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switch incoming.InterruptType {
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case "invite":
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log.Println(message.PlayerId, "is inviting you to a game.", message.Content)
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if len(args) < 1 {
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return &netwrk.LobbyMessage{
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Type: "decline",
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Content: incoming.Content,
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}, 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 &netwrk.LobbyMessage{Type: "accept", Content: incoming.Content}, nil
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}
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}
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// Cancel waiting for invite?
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case "decline":
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// Disconnect and connect to game
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case "accepted":
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log.Println(message.PlayerId, "accepted your invite.", message.Content)
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case "text":
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log.Println(message.PlayerId, ":", message.Content)
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case "decline_game":
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log.Println("Invite was declined:", message.Content)
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case "disconnect":
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log.Println("Got disconnect for player:", message.Content)
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case "connect":
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log.Println("Got connect for player:", message.Content)
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case "pong":
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log.Println("Received", message.Content)
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return &netwrk.LobbyMessage{
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Type: "disconnect",
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Content: "",
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}, nil
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default:
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log.Println("Received", message.Content)
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return nil, fmt.Errorf("received a interrupt message that could not be handled %v", incoming)
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}
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return nil, nil
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}
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func HandleServerMessage(message *netwrk.LobbyMessage) (InterrupterMessage, error) {
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switch message.Type {
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case "name":
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fmt.Printf("Current Players\n%s\n", message.Content)
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case "invite":
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fmt.Println(message.PlayerId, "is inviting you to a game\nType y to accept...")
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return InterrupterMessage{
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InterruptType: "invite",
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Content: message.PlayerId,
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}, nil
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case "pending_invite":
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fmt.Println("Invite sent to", message.Content, "\nWaiting for response...")
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case "accepted":
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fmt.Println(message.PlayerId, "accepted your invite.\n", "Starting game...")
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case "game_start":
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fmt.Println("Invited accepted\n", "Starting game...")
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case "text":
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fmt.Println(message.PlayerId, ":", message.Content)
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case "decline_game":
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fmt.Println(message.Content, "declined your game invite")
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case "disconnect":
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fmt.Println(message.Content, "has disconnected")
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case "connect":
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fmt.Println(message.Content, "has connected")
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case "pong":
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fmt.Println("Received", message.Content)
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default:
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fmt.Println("Received", message.Content)
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}
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return InterrupterMessage{}, nil
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}
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@ -4,6 +4,7 @@ import (
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"io"
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"log"
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"net"
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"strings"
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"google.golang.org/protobuf/proto"
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)
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@ -46,7 +47,6 @@ func handleLobbyConnection(conn net.Conn) {
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if err != nil {
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log.Println("Error marshalling message to send to user...", err)
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}
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log.Println("sending message to user!")
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_, err = conn.Write(bytes)
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if err == io.EOF {
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conn.Close()
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@ -86,7 +86,6 @@ func handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (*LobbyMessa
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// Send a connection message for each of the lobbyMembers to the new player
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// Send a connection message to all members in the lobby
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case "name":
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log.Println("Got a name message!", message)
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_, ok := lobbyMembers.Load(message.Content)
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if ok {
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return &LobbyMessage{Type: "name_error", Content: "Sorry, that name is already taken, please try a different name"}, nil
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@ -95,20 +94,17 @@ func handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (*LobbyMessa
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lobbyMembers.Store(username, Client{Username: username, Conn: conn})
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log.Println("Storing new user!")
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// Send all client messages
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// Build current lobby list
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var lobby []string
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lobbyMembers.Range(func(lobbyUsername any, client any) bool {
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log.Println("ranging over users!")
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usernameString, _ := lobbyUsername.(string)
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externalMessageChan <- ExternalMessage{Target: username, Message: &LobbyMessage{Type: "connect", Content: usernameString}}
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lobby = append(lobby, usernameString)
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return true
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})
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log.Println("Broadcasting new player", message.Content)
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broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: username})
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return &LobbyMessage{PlayerId: username, Type: "name", Content: username}, nil
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return &LobbyMessage{PlayerId: username, Type: "name", Content: strings.Join(lobby, "\n")}, nil
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// Handle an invite message by sending a message to the target player
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// Send an invite message to the invitee: message.Content
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@ -119,18 +115,18 @@ func handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (*LobbyMessa
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Message: message,
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}
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return &LobbyMessage{Type: "invite", Content: message.PlayerId}, nil
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return &LobbyMessage{Type: "pending_invite", Content: message.Content}, nil
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// Handle a accept message from a player that was invited
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// Send an ack message back to the player: message.PlayerId
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// Send an invite ack message back to the inviter: message.Content
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case "accept_game":
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// Send a game_start message back to the player: message.PlayerId
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// Send an accepted message back to the inviter: message.Content
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case "accept":
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externalMessageChan <- ExternalMessage{
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Target: message.Content,
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Message: &LobbyMessage{Type: "accept", Content: ""},
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Message: &LobbyMessage{Type: "game_start", Content: ""},
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}
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return &LobbyMessage{Type: "accept", Content: ""}, nil
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return &LobbyMessage{PlayerId: message.PlayerId, Type: "accepted", Content: ""}, nil
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// Handle a chat message from a player with PlayerId
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case "chat":
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@ -166,6 +162,7 @@ func handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (*LobbyMessa
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}
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func broadcastToLobby(message *LobbyMessage) {
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var disconnectedUsers []string
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lobbyMembers.Range(func(playerId, player interface{}) bool {
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bytes, err := proto.Marshal(message)
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if err != nil {
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@ -176,7 +173,13 @@ func broadcastToLobby(message *LobbyMessage) {
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_, err = client.Conn.Write(bytes)
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if err != nil {
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log.Println("Error broadcasting to clients...", err)
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disconnectedUsers = append(disconnectedUsers, playerId.(string))
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}
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return true
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})
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for _, player := range disconnectedUsers {
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lobbyMembers.Delete(player)
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}
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}
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@ -40,11 +40,16 @@ func init() {
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msg := <-externalMessageChan
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player, ok := lobbyMembers.Load(msg.Target)
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if !ok {
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log.Println("failed to send to target", msg.Target)
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continue
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}
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client, _ := player.(Client)
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bytes, _ := proto.Marshal(msg.Message)
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client.Conn.Write(bytes)
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_, err := client.Conn.Write(bytes)
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if err != nil {
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log.Println("Could not write to target", msg.Target, err)
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}
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}
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}()
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}
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@ -62,7 +67,6 @@ func LobbyListen() {
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for {
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conn, err := listener.Accept()
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log.Println("got a connection!")
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if err != nil {
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log.Println(err)
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continue
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