package netwrk import ( "io" "log" "net" "google.golang.org/protobuf/proto" ) func handleLobbyConnection(conn net.Conn) { defer conn.Close() messageBytes := make([]byte, 4096) ingress := make(chan *LobbyMessage) egress := make(chan *LobbyMessage) // Network Reader go func() { for { n, err := conn.Read(messageBytes) if err == io.EOF { return } if err != nil { log.Printf("Error reading message %v", err) return } message := LobbyMessage{} err = proto.Unmarshal(messageBytes[:n], &message) if err != nil { log.Println("Invalid message received from client", err) } ingress <- &message } }() // Network Writer go func() { for { msg := <-egress bytes, err := proto.Marshal(msg) if err != nil { log.Println("Error marshalling message to send to user...", err) } _, err = conn.Write(bytes) if err == io.EOF { log.Println("User has disconnected", err) ingress <- &LobbyMessage{Type: "disconnect"} } if err != nil { log.Println("Error writing to user...", err) } } }() // Client message handler go func() { for { msg := <-ingress serverMsg, err := handleClientLobbyMessage(msg) if err != nil { log.Println("Error handling client lobby message...", err) } if serverMsg != nil { egress <- serverMsg } } }() } // Returns a bool of whether the player has disconnected from the lobby and an error func handleClientLobbyMessage(message *LobbyMessage) (*LobbyMessage, error) { switch message.Type { case "name": _, ok := lobbyMembers.Load(message.Content) if ok { return &LobbyMessage{Type: "name_error", Content: "Sorry, that name is already taken, please try a different name"}, nil } username := message.Content // Send all client messages lobbyMembers.Range(func(lobbyUsername string, client Client) bool { externalMessageChan <- ExternalMessage{Target: username, Message: &LobbyMessage{Type: "connect", Content: lobbyUsername}} return true }) log.Println("Broadcasting new player", message.Content) broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: username}) return &LobbyMessage{PlayerId: username, Type: "name", Content: username}, nil case "invite": log.Println("Got invite for player:", message.Content) invitee, ok := lobbyMembers[message.Content] if !ok { return &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."}, nil } return &LobbyMessage{Type: "invite", Content: message.PlayerId}, nil case "accept_game": player := lobbyMembers[message.Content] return &LobbyMessage{Type: "accept", Content: ""}, nil case "chat": broadcastToLobby(&LobbyMessage{PlayerId: message.PlayerId, Type: "text", Content: message.Content}) return nil, nil case "decline_game": inviter := lobbyMembers[message.Content] return &LobbyMessage{Type: "decline_game", Content: message.PlayerId}, nil case "quit": delete(lobbyMembers, message.PlayerId) broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId}) return nil, nil case "ping": return &LobbyMessage{Type: "pong", Content: "pong"}, nil default: return &LobbyMessage{Type: "pong", Content: "pong"}, nil } } func broadcastToLobby(message *LobbyMessage) { for _, player := range lobbyMembers { bytes, err := proto.Marshal(message) if err != nil { log.Println("Error marshalling broadcast message", err) } _, err = player.Conn.Write(bytes) if err != nil { log.Println("Error broadcasting to clients...", err) } } }