moved all negociation code into a single function
This commit is contained in:
parent
b142845b5c
commit
2a2f4f6f96
7
game.go
7
game.go
@ -9,13 +9,6 @@ import (
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const maxPlayer = 128
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type Config struct {
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ID string `json:"id"`
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Name string `json:"name"`
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// TODO: candidate for embedding?
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Stats Stats `json:"stats"`
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}
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type Boardstate struct {
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Robots []Robot `json:"robots"`
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Projectiles []Projectile `json:"projectiles"`
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61
http.go
61
http.go
@ -1,10 +1,8 @@
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package main
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import (
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"code.google.com/p/go.net/websocket"
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"encoding/json"
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"fmt"
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"log"
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"net/http"
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"strings"
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)
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@ -77,62 +75,3 @@ func listGames(w http.ResponseWriter, req *http.Request) {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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}
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func addPlayer(ws *websocket.Conn) {
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// route to appropriate game ...
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var gid GameID
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err := websocket.JSON.Receive(ws, &gid)
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if err != nil {
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log.Println("problem parsing the requested game id")
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return
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}
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games.Lock()
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game, ok := games.m[gid.Id]
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games.Unlock()
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if !ok {
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log.Println("ERROR: game not found")
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websocket.JSON.Send(ws, NewFailure("game 404"))
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return
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}
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id := idg.Hash()
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conf, err := Negociate(ws, id, game.width, game.height)
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if err != nil {
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websocket.JSON.Send(ws, NewFailure(err.Error()))
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}
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if conf != nil {
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p := &player{
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Robot: Robot{
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Stats: conf.Stats,
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Id: id,
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Name: conf.Name,
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Health: conf.Stats.Hp,
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Scanners: make([]Scanner, 0)},
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send: make(chan *Boardstate),
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ws: ws,
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}
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p.reset()
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game.register <- p
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defer func() {
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game.unregister <- p
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}()
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go p.sender()
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p.recv()
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log.Printf("game %s: player %v has been disconnected from this game\n", gid.Id, p.Robot.Id)
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} else {
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s := &Spectator{
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send: make(chan *Boardstate),
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ws: ws,
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}
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game.sregister <- s
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defer func() {
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game.sunregister <- s
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}()
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s.sender()
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log.Printf("game %s: spectator %+v has been disconnected from this game\n", s)
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}
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}
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113
protocol.go
113
protocol.go
@ -2,25 +2,25 @@ package main
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import (
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"code.google.com/p/go.net/websocket"
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"errors"
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"log"
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)
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// < the name of the game we want to join
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type GameID struct {
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Id string `json:"id"`
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}
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// > identify
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type IdRequest struct {
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Type string `json:"type"`
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AssignedID string `json:"id"`
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type PlayerID struct {
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Type string `json:"type"`
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Hash string `json:"id"`
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Failure
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}
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func NewIdRequest(id string) *IdRequest {
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return &IdRequest{
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Type: "idreq",
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AssignedID: id,
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func NewPlayerID(id string) *PlayerID {
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return &PlayerID{
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Type: "idreq",
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Hash: id,
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}
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}
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@ -39,6 +39,11 @@ func (c *ClientID) Valid() (bool, string) {
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return false, "usergent must be 'robot' or 'spectator'"
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}
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type ClientConfig struct {
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ID string `json:"id"`
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Stats Stats `json:"stats"`
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}
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type BoardSize struct {
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Width float64 `json:"width"`
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Height float64 `json:"height"`
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@ -86,18 +91,39 @@ func NewFailure(reason string) *Failure {
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}
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}
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func Negociate(ws *websocket.Conn, id string, width, height float64) (*Config, error) {
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var err error
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err = websocket.JSON.Send(ws, NewIdRequest(id))
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func addPlayer(ws *websocket.Conn) {
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// route to appropriate game ...
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var gid GameID
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err := websocket.JSON.Receive(ws, &gid)
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if err != nil {
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return nil, errors.New("generic server error")
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log.Println("problem parsing the requested game id")
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return
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}
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games.Lock()
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game, ok := games.m[gid.Id]
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games.Unlock()
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if !ok {
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log.Printf("ERROR: game %s not found", gid.Id)
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websocket.JSON.Send(ws, NewFailure("game 404"))
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return
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}
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player_id := idg.Hash()
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err = websocket.JSON.Send(ws, NewPlayerID(player_id))
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if err != nil {
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log.Printf("game %s: unable to send player_id to player %s", gid.Id, player_id)
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websocket.JSON.Send(ws, NewFailure("send error"))
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return
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}
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var clientid ClientID
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err = websocket.JSON.Receive(ws, &clientid)
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if err != nil {
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return nil, errors.New("could not parse id")
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log.Printf("unable to parse ClientID: gid: %s, player: %s", gid.Id, player_id)
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websocket.JSON.Send(ws, NewFailure("parse error"))
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return
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}
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if v, msg := clientid.Valid(); !v {
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log.Printf("clientid is invalid: %+v", clientid)
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@ -105,40 +131,69 @@ func Negociate(ws *websocket.Conn, id string, width, height float64) (*Config, e
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ws,
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NewFailure(msg),
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)
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return nil, errors.New(msg)
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return
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}
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log.Printf("clientid: %+v", clientid)
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log.Printf("%s: %s clientid: %+v", gid.Id, player_id, clientid)
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gameParam := NewGameParam(width, height)
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gameParam := NewGameParam(game.width, game.height)
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err = websocket.JSON.Send(ws, gameParam)
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if err != nil {
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websocket.JSON.Send(ws, NewFailure("generic server error"))
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return nil, err
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log.Printf("%s %s game param parse error", gid.Id, player_id)
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websocket.JSON.Send(ws, NewFailure("game param parse error"))
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return
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}
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log.Printf("gameparam: %+v", gameParam)
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switch clientid.Type {
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case "robot":
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var conf Config
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log.Printf("got here?")
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var conf ClientConfig
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for {
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log.Printf("%s Waiting for client to send conf ...", id)
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log.Printf("%s Waiting for client to send conf ...", player_id)
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err = websocket.JSON.Receive(ws, &conf)
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log.Printf("conf received: %+v", conf)
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if err != nil {
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return nil, err
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log.Printf("%s %s config parse error", gid.Id, player_id)
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websocket.JSON.Send(ws, NewFailure("config parse error"))
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return
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}
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// TODO: verify conf's type
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if conf.Stats.Valid() {
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_ = websocket.JSON.Send(ws, NewHandshake(id, true))
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_ = websocket.JSON.Send(ws, NewHandshake(player_id, true))
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break
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} else {
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_ = websocket.JSON.Send(ws, NewHandshake(id, false))
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_ = websocket.JSON.Send(ws, NewHandshake(player_id, false))
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}
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}
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conf.Name = clientid.Name
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return &conf, nil
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p := &player{
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Robot: Robot{
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Stats: conf.Stats,
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Id: player_id,
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Name: clientid.Name,
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Health: conf.Stats.Hp,
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Scanners: make([]Scanner, 0)},
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send: make(chan *Boardstate),
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ws: ws,
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}
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p.reset()
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game.register <- p
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defer func() {
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game.unregister <- p
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}()
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go p.sender()
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p.recv()
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log.Printf("game %s: player %v has been disconnected from this game\n", gid.Id, p.Robot.Id)
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case "spectator":
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return nil, nil
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//return nil, nil
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s := &Spectator{
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send: make(chan *Boardstate),
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ws: ws,
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}
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game.sregister <- s
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defer func() {
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game.sunregister <- s
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}()
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s.sender()
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log.Printf("game %s: spectator %+v has been disconnected from this game\n", s)
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}
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return nil, nil
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}
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