better networking

This commit is contained in:
Beric Bearnson
2024-08-15 20:08:23 -06:00
parent 35d8ebc459
commit e90b9c26b1
6 changed files with 265 additions and 307 deletions
+66 -69
View File
@@ -1,7 +1,6 @@
package netwrk
import (
"fmt"
"io"
"log"
"net"
@@ -14,15 +13,16 @@ func handleLobbyConnection(conn net.Conn) {
messageBytes := make([]byte, 4096)
recvMessageChan := make(chan *LobbyMessage)
ingress := make(chan *LobbyMessage)
egress := make(chan *LobbyMessage)
// Network Reader
go func() {
for {
fmt.Println("READING!")
n, err := conn.Read(messageBytes)
if err == io.EOF {
return
}
fmt.Println("READ something!")
if err != nil {
log.Printf("Error reading message %v", err)
return
@@ -32,106 +32,103 @@ func handleLobbyConnection(conn net.Conn) {
err = proto.Unmarshal(messageBytes[:n], &message)
if err != nil {
log.Println("Invalid message received from client")
log.Println("Invalid message received from client", err)
}
recvMessageChan <- &message
ingress <- &message
}
}()
for {
select {
case msg := <-recvMessageChan:
if isDone, err := handleClientLobbyMessage(conn, msg); err != nil || isDone {
log.Println(err)
return
// 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)
}
fmt.Println("Handled message")
}
}
}()
// 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(playerConnection net.Conn, message *LobbyMessage) (bool, error) {
func handleClientLobbyMessage(message *LobbyMessage) (*LobbyMessage, error) {
switch message.Type {
case "name":
_, ok := clientPool.clients[message.Content]
_, ok := lobbyMembers.Load(message.Content)
if ok {
SendMessageToClient(playerConnection, &LobbyMessage{Type: "error", Content: "Sorry, that name is already taken"})
return false, nil
}
playerID := message.Content
clientPool.clients[playerID] = Client{
name: playerID,
conn: playerConnection,
ready: false,
}
for _, player := range clientPool.clients {
err := SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: player.name, Type: "connect", Content: player.name})
if err != nil {
log.Println("There was an error sending the list of lobby players to client", message.Content)
}
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: playerID})
broadcastToLobby(&LobbyMessage{PlayerId: "", Type: "connect", Content: username})
return false, SendMessageToClient(playerConnection, &LobbyMessage{PlayerId: playerID, Type: "name", Content: playerID})
return &LobbyMessage{PlayerId: username, Type: "name", Content: username}, nil
case "invite":
log.Println("Got invite for player:", message.Content)
invitee, ok := clientPool.clients[message.Content]
invitee, ok := lobbyMembers[message.Content]
if !ok {
SendMessageToClient(playerConnection, &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."})
return false, nil
return &LobbyMessage{Type: "text", Content: "Sorry, that player is not available..."}, nil
}
SendMessageToClient(invitee.conn, &LobbyMessage{Type: "invite", Content: message.PlayerId})
return false, nil
return &LobbyMessage{Type: "invite", Content: message.PlayerId}, nil
case "accept_game":
player := clientPool.clients[message.Content]
player := lobbyMembers[message.Content]
if err := SendMessageToClient(player.conn, &LobbyMessage{Type: "accept", Content: ""}); err != nil {
SendMessageToClient(playerConnection, &LobbyMessage{Type: "error", Content: "Sorry that game is no longer available..."})
return false, nil
}
return &LobbyMessage{Type: "accept", Content: ""}, nil
return true, nil
case "chat":
broadcastToLobby(&LobbyMessage{PlayerId: message.PlayerId, Type: "text", Content: message.Content})
return false, nil
return nil, nil
case "decline_game":
inviter := clientPool.clients[message.Content]
SendMessageToClient(inviter.conn, &LobbyMessage{Type: "decline_game", Content: message.PlayerId})
return false, nil
inviter := lobbyMembers[message.Content]
return &LobbyMessage{Type: "decline_game", Content: message.PlayerId}, nil
case "quit":
delete(clientPool.clients, message.PlayerId)
delete(lobbyMembers, message.PlayerId)
broadcastToLobby(&LobbyMessage{Type: "disconnect", Content: message.PlayerId})
return true, nil
return nil, nil
case "ping":
SendMessageToClient(playerConnection, &LobbyMessage{Type: "pong", Content: "pong"})
return false, nil
return &LobbyMessage{Type: "pong", Content: "pong"}, nil
default:
SendMessageToClient(playerConnection, &LobbyMessage{Type: "pong", Content: "pong"})
return false, nil
return &LobbyMessage{Type: "pong", Content: "pong"}, nil
}
}
func SendMessageToClient(connection net.Conn, message *LobbyMessage) error {
bytes, err := proto.Marshal(message)
if err != nil {
return fmt.Errorf("Error marshalling message. Your protobuf is wack yo.")
}
_, err = connection.Write(bytes)
if err != nil {
return fmt.Errorf("Error writing to client connection")
}
fmt.Println("Sent message to client")
return nil
}
func broadcastToLobby(message *LobbyMessage) {
for _, player := range clientPool.clients {
err := SendMessageToClient(player.conn, message)
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)
}