working lobby-ish
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						e5df746e7f
					
				@ -25,7 +25,7 @@ func main() {
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	if err != nil {
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		log.Panic("Bro your input is no good...")
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	}
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	username := string(buf[:n])
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	username := string(buf[:n-1])
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	conn, err := netwrk.ConnectToLobby(username)
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	if err != nil {
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@ -43,6 +43,9 @@ func main() {
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			}
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			userMessage, err := client.HandleUserInput(buf[:n])
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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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@ -88,7 +91,7 @@ func main() {
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			if err == io.EOF {
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				log.Panic("Server disconnected sorry...")
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			} else if err != nil {
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				log.Panic("Error reading from server connection...")
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				log.Panic("Error reading from server connection...", err)
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			}
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			message := &netwrk.LobbyMessage{}
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@ -10,7 +10,7 @@ var exit chan bool
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func main() {
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	fmt.Println("Starting sshpong server!")
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	netwrk.Listen()
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	netwrk.LobbyListen()
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	_ = <-exit
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}
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@ -8,9 +8,14 @@ import (
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	"strings"
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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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	if len(args) == 0 {
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		return nil, 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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@ -40,11 +45,11 @@ func HandleUserInput(buf []byte) (*netwrk.LobbyMessage, error) {
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	case "q":
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		return nil, io.EOF
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	case "help":
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		return nil, 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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		return nil, help
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	case "h":
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		return nil, 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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		return nil, help
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	default:
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		return nil, 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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		return nil, help
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	}
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	return nil, nil
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}
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@ -15,12 +15,12 @@ func handleGameConnection(conn net.Conn) {
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		log.Printf("Error reading game ID on connection", err)
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	}
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	gameID := string(messageBytes[:n])
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	_ = string(messageBytes[:n])
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	if err != nil {
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		log.Printf("Game id was not a string?", err)
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	}
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	clientChan := make(chan GameMessage)
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	_ = make(chan GameMessage)
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	n, err = conn.Read(messageBytes)
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	if err != nil {
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@ -28,16 +28,6 @@ func handleGameConnection(conn net.Conn) {
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		return
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	}
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	gameClients, ok := gameChans.games[gameID]
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	if !ok {
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		newGameClients := GameClients{
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			client1: clientChan,
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			client2: nil,
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		}
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		gameChans.games[gameID] = newGameClients
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	} else {
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		gameClients.client2 = clientChan
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	}
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}
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func handleGameMessage(conn net.Conn, message *GameMessage) error {
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@ -9,8 +9,6 @@ import (
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)
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func handleLobbyConnection(conn net.Conn) {
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	defer conn.Close()
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	messageBytes := make([]byte, 4096)
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	ingress := make(chan *LobbyMessage)
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@ -21,9 +19,11 @@ func handleLobbyConnection(conn net.Conn) {
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		for {
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			n, err := conn.Read(messageBytes)
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			if err == io.EOF {
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				conn.Close()
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				return
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			}
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			if err != nil {
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				conn.Close()
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				log.Printf("Error reading message %v", err)
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				return
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			}
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@ -46,10 +46,15 @@ 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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				log.Println("User has disconnected", err)
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				ingress <- &LobbyMessage{Type: "disconnect"}
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				ingress <- &LobbyMessage{
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					Type:    "disconnect",
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					Content: msg.PlayerId,
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				}
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			}
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			if err != nil {
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				log.Println("Error writing to user...", err)
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@ -61,7 +66,7 @@ func handleLobbyConnection(conn net.Conn) {
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	go func() {
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		for {
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			msg := <-ingress
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			serverMsg, err := handleClientLobbyMessage(msg)
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			serverMsg, err := handleClientLobbyMessage(msg, conn)
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			if err != nil {
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				log.Println("Error handling client lobby message...", err)
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			}
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@ -73,18 +78,29 @@ func handleLobbyConnection(conn net.Conn) {
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}
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// Returns a bool of whether the player has disconnected from the lobby and an error
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func handleClientLobbyMessage(message *LobbyMessage) (*LobbyMessage, error) {
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func handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (*LobbyMessage, error) {
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	switch message.Type {
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	// Handle an name/login message from a player
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	// Store the new player in the lobbyMembers
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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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		}
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		username := message.Content
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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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		lobbyMembers.Range(func(lobbyUsername string, client Client) bool {
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			externalMessageChan <- ExternalMessage{Target: username, Message: &LobbyMessage{Type: "connect", Content: lobbyUsername}}
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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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			return true
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		})
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@ -93,44 +109,74 @@ func handleClientLobbyMessage(message *LobbyMessage) (*LobbyMessage, error) {
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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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	// 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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	// Send an ack message to the inviter: message.PlayerId
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	case "invite":
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		log.Println("Got invite for player:", message.Content)
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		invitee, ok := lobbyMembers[message.Content]
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		if !ok {
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			return &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."}, nil
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		externalMessageChan <- ExternalMessage{
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			Target:  message.Content,
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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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	// 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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		player := lobbyMembers[message.Content]
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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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		}
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		return &LobbyMessage{Type: "accept", 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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		broadcastToLobby(&LobbyMessage{PlayerId: message.PlayerId, Type: "text", Content: message.Content})
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		return nil, nil
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	// Handle a decline_game message from a player that was invited
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	// Send an ack message back to the invitee: message.PlayerId
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	// Send an ack message to the inviter: message.Content
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	case "decline_game":
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		inviter := lobbyMembers[message.Content]
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		externalMessageChan <- ExternalMessage{
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			Target:  message.Content,
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			Message: &LobbyMessage{Type: "decline", Content: ""},
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		}
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		return &LobbyMessage{Type: "decline_game", Content: message.PlayerId}, nil
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	// Handle a quit message from a player that was connected
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	// broadcast the player quit to the lobby
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	case "quit":
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		delete(lobbyMembers, message.PlayerId)
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		lobbyMembers.Delete(message.PlayerId)
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		broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId})
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		return nil, nil
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	// Ping and pong
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	case "ping":
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		return &LobbyMessage{Type: "pong", Content: "pong"}, nil
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	// Ping and pong
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	default:
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		return &LobbyMessage{Type: "pong", Content: "pong"}, nil
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	}
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}
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func broadcastToLobby(message *LobbyMessage) {
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	for _, player := range lobbyMembers {
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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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			log.Println("Error marshalling broadcast message", err)
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		}
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		_, err = player.Conn.Write(bytes)
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		client := player.(Client)
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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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		}
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	}
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		return true
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	})
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}
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@ -4,6 +4,8 @@ import (
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	"log"
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	"net"
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	sync "sync"
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	"google.golang.org/protobuf/proto"
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)
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type Client struct {
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@ -32,6 +34,19 @@ func init() {
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	externalMessageChan = make(chan ExternalMessage)
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	lobbyMembers = sync.Map{}
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	go func() {
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		for {
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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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				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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		}
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	}()
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}
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// Starts listening on port 12345 for TCP connections
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