173 lines
3.7 KiB
Go
173 lines
3.7 KiB
Go
package client
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import (
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"encoding/gob"
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"encoding/json"
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"errors"
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"fmt"
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"golang.org/x/net/websocket"
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"hackerbots.us/server"
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)
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func connect(addr string) (*websocket.Conn, error) {
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origin := "http://localhost/"
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url := fmt.Sprintf("%s/ws/", addr)
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return websocket.Dial(url, "", origin)
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}
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// Client keeps track of connection to server and has two interesting methods:
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// Negotiate and Play. Users of this struct will likely use most everything as
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// is while defining their own Player to specify desired game play behavior.
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type Client struct {
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ForceJSON bool
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GameId string
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Name string
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Server string
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Game server.GameParam
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// max dimensions of field
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Width, Height float64
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boardstate *server.Boardstate
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enc encoder
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dec decoder
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ws *websocket.Conn
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Player
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}
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type encoder interface {
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Encode(v interface{}) error
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}
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type decoder interface {
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Decode(v interface{}) error
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}
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// Negotiate runs through the hackerbots negociation protocol.
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func (c *Client) Negotiate(clientType string, player Player) (err error) {
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c.ws, err = connect(c.Server)
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if err != nil {
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return errors.New(fmt.Sprintf("connection failure: %s", err))
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}
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err = websocket.JSON.Send(c.ws, struct {
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Id string `json:"id"`
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}{
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c.GameId,
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})
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if err != nil {
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return err
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}
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var idreq struct {
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Type string `json:"type"`
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PlayerId string `json:"id"`
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}
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err = websocket.JSON.Receive(c.ws, &idreq)
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if err != nil || idreq.Type == "failure" {
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return errors.New(fmt.Sprintf("failure: %+v", idreq))
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}
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err = websocket.JSON.Send(c.ws, struct {
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Type string `json:"type"`
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Name string `json:"name"`
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Useragent string `json:"useragent"`
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}{
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Name: c.Name,
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Useragent: "gobot",
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Type: clientType,
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})
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if err != nil {
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return err
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}
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supportedEncs := []string{"bson", "json", "gob"}
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if c.ForceJSON {
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supportedEncs = []string{"json"}
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}
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err = websocket.JSON.Send(c.ws, supportedEncs)
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if err != nil {
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return errors.New(fmt.Sprintf("failure: %+v", err))
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}
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err = websocket.JSON.Receive(c.ws, &c.Game)
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if c.Game.Type != "gameparam" {
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return errors.New("didn't receive a good gameparam")
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}
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if c.Game.Encoding == "json" {
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c.enc = json.NewEncoder(c.ws)
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c.dec = json.NewDecoder(c.ws)
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} else {
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c.enc = gob.NewEncoder(c.ws)
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c.dec = gob.NewDecoder(c.ws)
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}
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switch clientType {
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case "robot":
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conf := server.ClientConfig{
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ID: c.GameId,
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Stats: player.GetStats(),
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}
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err = websocket.JSON.Send(c.ws, conf)
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var handshake struct {
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Id string `json:"id"`
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Success bool `json:"success"`
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Type string `json:"type"`
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server.Failure
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}
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websocket.JSON.Receive(c.ws, &handshake)
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if !handshake.Success {
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return errors.New(handshake.Reason)
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}
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// we don't do anything useful with dstats, but could be interesting to
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// pass along to the player?
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dstats := struct {
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Stats map[string]server.Stats `json:"stats"`
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Type string `json:"type"`
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}{}
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err = websocket.JSON.Receive(c.ws, &dstats)
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if err != nil {
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return err
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}
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ids := make(map[string]string)
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for name, entry := range dstats.Stats {
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ids[entry.Id] = name
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}
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player.SetIDs(ids)
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case "spectator":
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}
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c.Width = c.Game.BoardSize.Width
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c.Height = c.Game.BoardSize.Height
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return nil
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}
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// Play contains the main game run loop. It gets a server.Boardstate from the
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// server, and passes this along to the embedded Player. Following this it
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// sends the server the Player's instruction.
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func (c *Client) Play() error {
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bs := &server.Boardstate{}
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var err error
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for {
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err = c.dec.Decode(bs)
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if err != nil {
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return errors.New(fmt.Sprintf("%s: Connection likely lost: %s", c.Name, err))
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}
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err = c.enc.Encode(c.Update(bs))
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if err != nil {
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return err
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}
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}
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}
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