middle of the re-work
This commit is contained in:
+139
-53
@@ -1,9 +1,11 @@
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package client
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import (
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"errors"
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"fmt"
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"io"
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"sshpong/internal/netwrk"
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"log/slog"
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"sshpong/internal/lobby"
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"strings"
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)
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@@ -14,113 +16,197 @@ type InterrupterMessage struct {
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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(args []string) (*netwrk.LobbyMessage, error) {
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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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if len(args) == 0 {
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return nil, help
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return lobby.LobbyMessage{}, 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 &netwrk.LobbyMessage{
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Type: "invite",
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Content: args[1],
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}, nil
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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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} 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 &netwrk.LobbyMessage{
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Type: "chat",
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Content: strings.Join(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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}
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case "/":
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if args[1] != "" {
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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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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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}
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case "quit":
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return nil, io.EOF
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return lobby.LobbyMessage{}, io.EOF
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case "q":
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return nil, io.EOF
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return lobby.LobbyMessage{}, io.EOF
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case "help":
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return nil, help
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return lobby.LobbyMessage{}, help
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case "h":
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return nil, help
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return lobby.LobbyMessage{}, 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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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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}
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return nil, help
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return lobby.LobbyMessage{}, help
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}
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return nil, nil
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return lobby.LobbyMessage{}, nil
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}
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func HandleInterruptInput(incoming InterrupterMessage, args []string) (*netwrk.LobbyMessage, error) {
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func HandleInterruptInput(incoming InterrupterMessage, args []string, username string) (lobby.LobbyMessage, error) {
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switch incoming.InterruptType {
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case "invite":
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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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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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} 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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return lobby.LobbyMessage{MessageType: "accept", Message: lobby.Accept{
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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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}
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}
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// Cancel waiting for invite?
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case "decline":
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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 &netwrk.LobbyMessage{
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Type: "disconnect",
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Content: "",
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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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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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default:
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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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return lobby.LobbyMessage{}, fmt.Errorf("received a interrupt message that could not be handled %v", incoming)
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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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func HandleServerMessage(message lobby.LobbyMessage) (InterrupterMessage, error) {
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msg := message.Message
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switch message.MessageType {
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case "name":
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fmt.Printf("Current Players\n%s\n", message.Content)
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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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fmt.Println(message.PlayerId, "is inviting you to a game\nType y to accept...")
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imsg, ok := msg.(lobby.Invite)
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if !ok {
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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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return InterrupterMessage{
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InterruptType: "invite",
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Content: message.PlayerId,
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Content: imsg.From,
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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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pimsg, ok := msg.(lobby.PendingInvite)
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if !ok {
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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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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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amsg, ok := msg.(lobby.Accepted)
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if !ok {
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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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return InterrupterMessage{
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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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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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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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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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fmt.Println(message.Content, "has disconnected")
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dmsg, ok := msg.(lobby.Disconnect)
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if !ok {
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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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fmt.Println(message.Content, "has connected")
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cmsg, ok := msg.(lobby.Connect)
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if !ok {
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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", message.Content)
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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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}
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fmt.Println(red, em.Message, normal)
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default:
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fmt.Println("Received", message.Content)
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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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@@ -0,0 +1,316 @@
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package client
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import (
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"encoding/json"
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"fmt"
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"log/slog"
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"net"
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"os"
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"sshpong/internal/ansii"
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"sshpong/internal/pong"
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"sshpong/internal/renderer"
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"strings"
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)
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var state pong.GameState
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var quit chan int
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var egress chan pong.StateUpdate
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var isPlayer1 bool = false
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func Game(conn net.Conn) {
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fmt.Println("Connected to game!")
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egress = make(chan pong.StateUpdate)
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quit = make(chan int)
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// Network reader
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go func() {
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bytes := make([]byte, 512)
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for {
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n, err := conn.Read(bytes)
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if err != nil {
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slog.Debug("failed to read from game connection...")
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quit <- 1
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}
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stateUpdateHandler(bytes[:n])
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}
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}()
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// Network writer
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go func() {
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for {
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update := <-egress
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bytes, err := json.Marshal(update)
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if err != nil {
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slog.Debug("failed to unmarhal game update message from server")
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}
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_, err = conn.Write(bytes)
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if err != nil {
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slog.Debug("failed to write to game connection...")
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}
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}
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}()
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prev, err := ansii.MakeTermRaw()
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if err != nil {
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fmt.Println("Failed to make terminal raw")
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return
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}
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defer ansii.RestoreTerm(prev)
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os.Stdout.WriteString(string(ansii.Screen.HideCursor))
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defer os.Stdout.WriteString(string(ansii.Screen.ShowCursor))
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// Input handler
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go func() {
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buf := make([]byte, 3)
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for {
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n, err := os.Stdin.Read(buf)
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if err != nil {
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fmt.Println("Error reading from stdin", err)
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return
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}
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handleGameInput(buf[:n])
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}
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}()
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<-quit
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return
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}
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func stateUpdateHandler(bytes []byte) {
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update := pong.StateUpdate{}
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err := json.Unmarshal(bytes, &update)
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if err != nil {
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slog.Debug("error unmarshalling server json", slog.Any("Unmarshal error", err))
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update.FieldPath = "Message"
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update.Value = []byte("An error has occured ")
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}
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fields := strings.Split(update.FieldPath, ".")
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// type GameState struct {
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// Message string
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// Winner string
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// Score map[string]int
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// Player1 Player
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// Player2 Player
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// Ball Ball
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// }
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// For now let's just send the whole field from a top level
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// of the state. If things are slow we can optimize that later
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val := update.Value
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switch fields[0] {
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case "All":
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ns := pong.GameState{}
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err = json.Unmarshal(val, &ns)
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if err != nil {
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slog.Debug("error unmarshalling whole state update")
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return
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}
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state = ns
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case "Message":
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state.Message = string(update.Value)
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case "Winner":
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state.Winner = string(update.Value)
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case "Score":
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sc := map[string]int{}
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err = json.Unmarshal(val, &sc)
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if err != nil {
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slog.Debug("error unmarshalling score update")
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return
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}
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state.Score = sc
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case "Player1":
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p1 := pong.Player{}
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err = json.Unmarshal(val, &p1)
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if err != nil {
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slog.Debug("error unmarshalling player1 update")
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}
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state.Player1 = p1
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case "Player2":
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p2 := pong.Player{}
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err = json.Unmarshal(val, &p2)
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if err != nil {
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slog.Debug("error unmarshalling player2 update")
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}
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state.Player2 = p2
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case "Ball":
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b := pong.Ball{}
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err = json.Unmarshal(val, &b)
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if err != nil {
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slog.Debug("error unmarshalling ball update")
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}
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state.Ball = b
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// Special update message that determines if the client is player1 or player2
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case "isPlayer1":
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if update.Value[0] != 0 {
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isPlayer1 = true
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}
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}
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renderer.Render(state)
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}
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func handleGameInput(bytes []byte) {
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switch bytes[0] {
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// Up
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case 'w':
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if isPlayer1 {
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state.Player1.Pos.Y = state.Player1.Pos.Y + 1
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v, err := json.Marshal(pong.Vector{
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X: 0, Y: state.Player1.Pos.Y,
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})
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if err != nil {
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slog.Debug("error marshalling player movement", slog.Any("error", err))
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}
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update := pong.StateUpdate{
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FieldPath: "Player1.Pos",
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Value: v,
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}
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egress <- update
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} else {
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state.Player2.Pos.Y = state.Player2.Pos.Y + 1
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v, err := json.Marshal(pong.Vector{
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X: 0, Y: state.Player2.Pos.Y,
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})
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if err != nil {
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slog.Debug("error marshalling Player2 movement", slog.Any("error", err))
|
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}
|
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update := pong.StateUpdate{
|
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FieldPath: "Player2.Pos",
|
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Value: v,
|
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}
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egress <- update
|
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}
|
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return
|
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// Down
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case 's':
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if isPlayer1 {
|
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state.Player1.Pos.Y = state.Player1.Pos.Y - 1
|
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v, err := json.Marshal(pong.Vector{
|
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X: 0, Y: state.Player1.Pos.Y,
|
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})
|
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if err != nil {
|
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slog.Debug("error marshalling player movement", slog.Any("error", err))
|
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}
|
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update := pong.StateUpdate{
|
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FieldPath: "Player1.Pos",
|
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Value: v,
|
||||
}
|
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|
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egress <- update
|
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} else {
|
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state.Player2.Pos.Y = state.Player2.Pos.Y - 1
|
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v, err := json.Marshal(pong.Vector{
|
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X: 0, Y: state.Player2.Pos.Y,
|
||||
})
|
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if err != nil {
|
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slog.Debug("error marshalling player movement", slog.Any("error", err))
|
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}
|
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update := pong.StateUpdate{
|
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FieldPath: "Player2.Pos",
|
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Value: v,
|
||||
}
|
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egress <- update
|
||||
}
|
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return
|
||||
|
||||
// Quit
|
||||
case 'q':
|
||||
// Acts as a forfeit. Other player wins
|
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if isPlayer1 {
|
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update := pong.StateUpdate{
|
||||
FieldPath: "Winner",
|
||||
Value: []byte("Player2"),
|
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}
|
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egress <- update
|
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} else {
|
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update := pong.StateUpdate{
|
||||
FieldPath: "Winner",
|
||||
Value: []byte("Player1"),
|
||||
}
|
||||
egress <- update
|
||||
}
|
||||
quit <- 1
|
||||
return
|
||||
|
||||
// Esc char
|
||||
case 27:
|
||||
// Arrow Keys
|
||||
switch bytes[1] {
|
||||
// Up
|
||||
case 65:
|
||||
if isPlayer1 {
|
||||
state.Player1.Pos.Y = state.Player1.Pos.Y + 1
|
||||
v, err := json.Marshal(pong.Vector{
|
||||
X: 0, Y: state.Player1.Pos.Y,
|
||||
})
|
||||
if err != nil {
|
||||
slog.Debug("error marshalling player movement", slog.Any("error", err))
|
||||
}
|
||||
update := pong.StateUpdate{
|
||||
FieldPath: "Player1.Pos",
|
||||
Value: v,
|
||||
}
|
||||
|
||||
egress <- update
|
||||
} else {
|
||||
state.Player2.Pos.Y = state.Player2.Pos.Y + 1
|
||||
v, err := json.Marshal(pong.Vector{
|
||||
X: 0, Y: state.Player2.Pos.Y,
|
||||
})
|
||||
if err != nil {
|
||||
slog.Debug("error marshalling Player2 movement", slog.Any("error", err))
|
||||
}
|
||||
update := pong.StateUpdate{
|
||||
FieldPath: "Player2.Pos",
|
||||
Value: v,
|
||||
}
|
||||
egress <- update
|
||||
}
|
||||
return
|
||||
// Down
|
||||
case 66:
|
||||
if isPlayer1 {
|
||||
state.Player1.Pos.Y = state.Player1.Pos.Y - 1
|
||||
v, err := json.Marshal(pong.Vector{
|
||||
X: 0, Y: state.Player1.Pos.Y,
|
||||
})
|
||||
if err != nil {
|
||||
slog.Debug("error marshalling player movement", slog.Any("error", err))
|
||||
}
|
||||
update := pong.StateUpdate{
|
||||
FieldPath: "Player1.Pos",
|
||||
Value: v,
|
||||
}
|
||||
|
||||
egress <- update
|
||||
} else {
|
||||
state.Player2.Pos.Y = state.Player2.Pos.Y - 1
|
||||
v, err := json.Marshal(pong.Vector{
|
||||
X: 0, Y: state.Player2.Pos.Y,
|
||||
})
|
||||
if err != nil {
|
||||
slog.Debug("error marshalling player movement", slog.Any("error", err))
|
||||
}
|
||||
update := pong.StateUpdate{
|
||||
FieldPath: "Player2.Pos",
|
||||
Value: v,
|
||||
}
|
||||
egress <- update
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user