more networking
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@@ -0,0 +1,113 @@
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package netwrk
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import (
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"fmt"
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"log"
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"net"
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"time"
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"google.golang.org/protobuf/proto"
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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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for {
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n, err := conn.Read(messageBytes)
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if err != nil {
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log.Printf("Error reading message %v", err)
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return
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}
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if isDone, err := handleLobbyMessage(conn, messageBytes[:n]); err != nil || isDone {
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return
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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 handleLobbyMessage(playerConnection net.Conn, bytes []byte) (bool, error) {
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message := LobbyMessage{}
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err := proto.Unmarshal(bytes, &message)
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if err != nil {
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return false, fmt.Errorf("Invalid message received from client")
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}
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switch message.Type {
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case "name":
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_, ok := clientPool.clients[message.Content]
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if ok {
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SendMessageToClient(playerConnection, &LobbyMessage{Type: "error", Content: "Sorry, that name is already taken"})
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return false, nil
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}
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playerID := message.Content
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clientPool.clients[playerID] = Client{
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name: playerID,
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conn: playerConnection,
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ready: false,
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}
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for _, player := range clientPool.clients {
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err := SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: player.name, Type: "connect", Content: player.name})
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if err != nil {
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log.Println("There was an error sending the list of lobby players to client", message.Content)
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}
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}
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broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: playerID})
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return false, SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: playerID, Type: "name", Content: playerID})
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case "invite_player":
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invitee, ok := clientPool.clients[message.Content]
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if !ok {
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SendMessageToClient(playerConnection, &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."})
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return false, nil
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}
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SendMessageToClient(invitee.conn, &LobbyMessage{Type: "invite", Content: message.PlayerId})
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return false, nil
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case "accept_game":
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player := clientPool.clients[message.Content]
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if err := SendMessageToClient(player.conn, &LobbyMessage{Type: "accept", Content: ""}); err != nil {
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SendMessageToClient(playerConnection, &LobbyMessage{Type: "error", Content: "Sorry that game is no longer available..."})
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return false, nil
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}
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return true, nil
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case "decline_game":
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inviter := clientPool.clients[message.Content]
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SendMessageToClient(inviter.conn, &LobbyMessage{Type: "decline_game", Content: ""})
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return false, nil
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case "quit":
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delete(clientPool.clients, message.PlayerId)
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broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId})
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return true, nil
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case "ping":
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SendMessageToClient(playerConnection, &LobbyMessage{Type: "pong", Content: "pong"})
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return false, nil
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default:
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SendMessageToClient(playerConnection, &LobbyMessage{Type: "pong", Content: "pong"})
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return false, nil
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}
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}
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func SendMessageToClient(connection net.Conn, message *LobbyMessage) error {
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bytes, err := proto.Marshal(message)
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if err != nil {
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return fmt.Errorf("Error marshalling message. Your protobuf is wack yo.")
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}
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_, err = connection.Write(bytes)
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if err != nil {
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return fmt.Errorf("Error writing to client connection")
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}
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return nil
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}
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func broadcastToLobby(message *LobbyMessage) {
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for _, player := range clientPool.clients {
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SendMessageToClient(player.conn, message)
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}
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}
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