better networking
This commit is contained in:
+66
-69
@@ -1,7 +1,6 @@
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package netwrk
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import (
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"fmt"
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"io"
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"log"
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"net"
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@@ -14,15 +13,16 @@ func handleLobbyConnection(conn net.Conn) {
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messageBytes := make([]byte, 4096)
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recvMessageChan := make(chan *LobbyMessage)
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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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fmt.Println("READING!")
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n, err := conn.Read(messageBytes)
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if err == io.EOF {
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return
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}
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fmt.Println("READ something!")
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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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@@ -32,106 +32,103 @@ func handleLobbyConnection(conn net.Conn) {
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err = proto.Unmarshal(messageBytes[:n], &message)
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if err != nil {
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log.Println("Invalid message received from client")
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log.Println("Invalid message received from client", err)
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}
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recvMessageChan <- &message
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ingress <- &message
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}
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}()
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for {
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select {
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case msg := <-recvMessageChan:
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if isDone, err := handleClientLobbyMessage(conn, msg); err != nil || isDone {
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log.Println(err)
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return
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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 := proto.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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log.Println("User has disconnected", err)
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ingress <- &LobbyMessage{Type: "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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fmt.Println("Handled message")
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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 := handleClientLobbyMessage(msg)
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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 != nil {
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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 handleClientLobbyMessage(playerConnection net.Conn, message *LobbyMessage) (bool, error) {
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func handleClientLobbyMessage(message *LobbyMessage) (*LobbyMessage, error) {
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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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_, ok := lobbyMembers.Load(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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return &LobbyMessage{Type: "name_error", Content: "Sorry, that name is already taken, please try a different name"}, nil
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}
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username := message.Content
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// Send all client messages
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lobbyMembers.Range(func(lobbyUsername string, client Client) bool {
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externalMessageChan <- ExternalMessage{Target: username, Message: &LobbyMessage{Type: "connect", Content: lobbyUsername}}
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return true
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})
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log.Println("Broadcasting new player", message.Content)
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broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: playerID})
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broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: username})
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return false, SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: playerID, Type: "name", Content: playerID})
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return &LobbyMessage{PlayerId: username, Type: "name", Content: username}, nil
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case "invite":
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log.Println("Got invite for player:", message.Content)
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invitee, ok := clientPool.clients[message.Content]
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invitee, ok := lobbyMembers[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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return &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."}, 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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return &LobbyMessage{Type: "invite", Content: message.PlayerId}, nil
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case "accept_game":
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player := clientPool.clients[message.Content]
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player := lobbyMembers[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 &LobbyMessage{Type: "accept", Content: ""}, nil
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return true, nil
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case "chat":
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broadcastToLobby(&LobbyMessage{PlayerId: message.PlayerId, Type: "text", Content: message.Content})
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return false, nil
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return nil, 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: message.PlayerId})
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return false, nil
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inviter := lobbyMembers[message.Content]
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return &LobbyMessage{Type: "decline_game", Content: message.PlayerId}, nil
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case "quit":
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delete(clientPool.clients, message.PlayerId)
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delete(lobbyMembers, message.PlayerId)
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broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId})
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return true, nil
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return nil, 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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return &LobbyMessage{Type: "pong", Content: "pong"}, 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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return &LobbyMessage{Type: "pong", Content: "pong"}, 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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fmt.Println("Sent message to client")
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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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err := SendMessageToClient(player.conn, message)
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for _, player := range lobbyMembers {
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bytes, err := proto.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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_, err = player.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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}
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