291 lines
7.5 KiB
Go
291 lines
7.5 KiB
Go
package lobby
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import (
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"fmt"
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"io"
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"log"
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"log/slog"
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"net"
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"sync"
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"github.com/google/uuid"
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)
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type Lobby struct {
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lobbyMembers sync.Map
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ExternalMessageChannel chan ExternalMessage
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}
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type Client struct {
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Username string
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Conn net.Conn
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}
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type ExternalMessage struct {
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From string
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Target string
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Message LobbyMessage
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}
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func CreateLobby() *Lobby {
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externalMessageChan := make(chan ExternalMessage)
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l := Lobby{
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lobbyMembers: sync.Map{},
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ExternalMessageChannel: externalMessageChan,
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}
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go func(lm *sync.Map) {
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for {
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msg := <-externalMessageChan
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tc, ok := lm.Load(msg.Target)
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if !ok {
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slog.Debug("Target not found in lobby map")
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sc, ok := lm.Load(msg.From)
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if !ok {
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slog.Debug("Sender was also not found in lobby map and cannot send error message")
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continue
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}
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c, ok := sc.(Client)
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if !ok {
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slog.Debug("Item that was not a client found in the lobby map...", slog.Any("key", msg.From))
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}
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go func() {
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em := LobbyMessage{
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MessageType: "error",
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Message: Error{
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Message: fmt.Sprintf("Sorry, player %s is not available...", msg.Target),
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},
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}
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b, err := Marshal(em)
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if err != nil {
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slog.Debug("Could not marshall error message for missing player", slog.Any("error", err))
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}
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c.Conn.Write(b)
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}()
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continue
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}
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c, ok := tc.(Client)
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if !ok {
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slog.Debug("Item that was not a client found in the lobby map...", slog.Any("key", msg.From))
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continue
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}
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go func() {
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b, err := Marshal(msg.Message)
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if err != nil {
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slog.Debug("Could not marshal external message...", slog.Any("error", err))
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}
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c.Conn.Write(b)
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}()
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}
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}(&l.lobbyMembers)
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return &l
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}
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func (l *Lobby) HandleLobbyConnection(conn net.Conn) {
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messageBytes := make([]byte, 4096)
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ingress := make(chan LobbyMessage)
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egress := make(chan LobbyMessage)
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// Network Reader
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go func() {
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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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message := LobbyMessage{}
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message, err = Unmarshal(messageBytes[:n])
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if err != nil {
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log.Println("Invalid message received from client", err)
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}
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ingress <- message
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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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msg := <-egress
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bytes, err := Marshal(msg)
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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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_, 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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// TODO: write message for disconnect to everyone?
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slog.Debug("Sending bad disconnect message")
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ingress <- LobbyMessage{MessageType: "disconnect", Message: Disconnect{}}
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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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}
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}
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}()
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// Client message handler
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go func() {
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for {
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msg := <-ingress
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serverMsg, err := l.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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if serverMsg.MessageType != "" {
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egress <- serverMsg
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}
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}
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}()
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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 (l *Lobby) handleClientLobbyMessage(message *LobbyMessage, conn net.Conn) (LobbyMessage, error) {
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switch message.MessageType {
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// Handle an name/login message from a player
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// Store the new player in the l.lobbyMembers
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// Send a connection message for each of the l.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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_, ok := l.lobbyMembers.Load(message.Message)
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if ok {
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return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry, that name is already taken, please try a different name"}}, nil
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}
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nm, ok := message.Message.(Name)
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if !ok {
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return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for name"}}, nil
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}
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l.lobbyMembers.Store(nm.Name, Client{Username: nm.Name, Conn: conn})
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// Build current lobby list
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var lobby []string
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l.lobbyMembers.Range(func(lobbyUsername any, client any) bool {
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usernameString, _ := lobbyUsername.(string)
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lobby = append(lobby, usernameString)
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return true
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})
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l.broadcastToLobby(LobbyMessage{MessageType: "connect", Message: Name{Name: nm.Name}})
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return LobbyMessage{MessageType: "name", Message: Name{
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Name: nm.Name,
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},
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}, 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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i, ok := message.Message.(Invite)
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if !ok {
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return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for invite"}}, nil
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}
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// TODO: figure out this shit
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l.ExternalMessageChannel <- ExternalMessage{
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From: i.From,
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Target: i.To,
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Message: LobbyMessage{},
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}
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return LobbyMessage{MessageType: "pending_invite", Message: PendingInvite{
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Recipient: i.To,
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}}, nil
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// Handle a accept message from a player that was invited
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// Send a game_start message back to the player: message.Content
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// Send an accepted message back to the inviter: message.PlayerId
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case "accept":
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gameID := uuid.NewString()
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am, ok := message.Message.(Accept)
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if !ok {
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return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for accept"}}, nil
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}
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slog.Debug("incoming accept message", slog.Any("From", am.From), slog.Any("To", am.To))
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l.ExternalMessageChannel <- ExternalMessage{
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Target: am.To,
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Message: LobbyMessage{MessageType: "accepted", Message: Accepted{
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Accepter: am.From,
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GameID: gameID,
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},
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}}
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return LobbyMessage{MessageType: "start_game", Message: StartGame{To: am.From, GameID: gameID}}, nil
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// Handle a chat message from a player with PlayerId
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case "chat":
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c, ok := message.Message.(Chat)
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if !ok {
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return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for chat"}}, nil
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}
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l.broadcastToLobby(LobbyMessage{MessageType: "text", Message: Chat{
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From: c.From,
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Message: c.Message,
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}})
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return LobbyMessage{}, 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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q, ok := message.Message.(Disconnect)
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if !ok {
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return LobbyMessage{MessageType: "error", Message: Error{Message: "Sorry the message value and type were not matching for quit"}}, nil
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}
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l.lobbyMembers.Delete(q.From)
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l.broadcastToLobby(LobbyMessage{MessageType: "disconnect", Message: Disconnect{
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From: q.From,
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}})
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return LobbyMessage{}, nil
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// Ping and pong
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case "ping":
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return LobbyMessage{MessageType: "pong", Message: "pong"}, nil
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// Ping and pong
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default:
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return LobbyMessage{MessageType: "pong", Message: "pong"}, nil
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}
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}
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func (l *Lobby) broadcastToLobby(message LobbyMessage) {
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var disconnectedUsers []string
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l.lobbyMembers.Range(func(playerId, player interface{}) bool {
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bytes, err := 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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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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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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l.lobbyMembers.Delete(player)
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}
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}
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