317 lines
6.5 KiB
Go
317 lines
6.5 KiB
Go
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: -50, 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: 50, 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: -50, 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: 50, Y: state.Player2.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: "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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// Quit
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case 'q':
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// Acts as a forfeit. Other player wins
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if isPlayer1 {
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update := pong.StateUpdate{
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FieldPath: "Winner",
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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{
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FieldPath: "Winner",
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Value: []byte("Player1"),
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}
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egress <- update
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}
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quit <- 1
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return
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// Esc char
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case 27:
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// Arrow Keys
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switch bytes[1] {
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// Up
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case 65:
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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: -50, 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: 50, 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 66:
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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: -50, 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: 50, Y: state.Player2.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: "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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}
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}
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}
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