package main import ( "code.google.com/p/go.net/websocket" "log" ) // < the name of the game we want to join type GameID struct { Id string `json:"id"` } // > identify type PlayerID struct { Type string `json:"type"` Hash string `json:"id"` Failure } func NewPlayerID(id string) *PlayerID { return &PlayerID{ Type: "idreq", Hash: id, } } // < [robot | spectator], name, client-type, game ID type ClientID struct { Type string `json:"type"` Name string `json:"name"` Useragent string `json:"useragent"` } func (c *ClientID) Valid() (bool, string) { switch c.Type { case "robot", "spectator": return true, "" } return false, "usergent must be 'robot' or 'spectator'" } type ClientConfig struct { ID string `json:"id"` Stats StatsRequest `json:"stats"` } type BoardSize struct { Width float32 `json:"width"` Height float32 `json:"height"` } type GameParam struct { BoardSize BoardSize `json:"boardsize"` Type string `json:"type"` } // > [OK | FULL | NOT AUTH], board size, game params func NewGameParam(w, h float32) *GameParam { return &GameParam{ BoardSize: BoardSize{ Width: w, Height: h, }, Type: "gameparam", } } type Handshake struct { ID string `json:"id"` Success bool `json:"success"` Type string `json:"type"` } func NewHandshake(id string, success bool) *Handshake { return &Handshake{ ID: id, Success: success, Type: "handshake", } } type Failure struct { Reason string `json:"reason"` Type string `json:"type"` } func NewFailure(reason string) *Failure { return &Failure{ Reason: reason, Type: "failure", } } func addPlayer(ws *websocket.Conn) { var gid GameID err := websocket.JSON.Receive(ws, &gid) if err != nil { log.Println("problem parsing the requested game id") return } force := *debug game, err := games.get(gid.Id, force) if err != nil { log.Printf("ERROR: game '%s' not found", gid.Id) websocket.JSON.Send(ws, NewFailure("game 404")) return } player_id := idg.Hash() err = websocket.JSON.Send(ws, NewPlayerID(player_id)) if err != nil { log.Printf("game %s: unable to send player_id to player %s", gid.Id, player_id) websocket.JSON.Send(ws, NewFailure("send error")) return } var clientid ClientID err = websocket.JSON.Receive(ws, &clientid) if err != nil { log.Printf("unable to parse ClientID: gid: %s, player: %s", gid.Id, player_id) websocket.JSON.Send(ws, NewFailure("parse error")) return } if v, msg := clientid.Valid(); !v { log.Printf("clientid is invalid: %+v", clientid) websocket.JSON.Send( ws, NewFailure(msg), ) return } log.Printf("%s: %s clientid: %+v", gid.Id, player_id, clientid) gameParam := NewGameParam(game.width, game.height) err = websocket.JSON.Send(ws, gameParam) if err != nil { log.Printf("%s %s game param parse error", gid.Id, player_id) websocket.JSON.Send(ws, NewFailure("game param parse error")) return } log.Printf("gameparam: %+v", gameParam) switch clientid.Type { case "robot": var conf ClientConfig for { log.Printf("%s Waiting for client to send conf ...", player_id) err = websocket.JSON.Receive(ws, &conf) log.Printf("conf received: %+v", conf) if err != nil { log.Printf("%s %s config parse error", gid.Id, player_id) websocket.JSON.Send(ws, NewFailure("config parse error")) return } // TODO: verify conf's type if conf.Stats.Valid() { _ = websocket.JSON.Send(ws, NewHandshake(player_id, true)) break } else { _ = websocket.JSON.Send(ws, NewHandshake(player_id, false)) } } p := &player{ Robot: Robot{ Stats: DeriveStats(conf.Stats), Id: player_id, Name: clientid.Name, Health: conf.Stats.Hp, Scanners: make([]Scanner, 0)}, send: make(chan *Boardstate), ws: ws, } p.reset(game) game.register <- p defer func() { game.unregister <- p }() go p.sender() p.recv() log.Printf("game %s: player %v has been disconnected from this game\n", gid.Id, p.Robot.Id) case "spectator": s := &Spectator{ send: make(chan *Boardstate), ws: ws, } game.sregister <- s defer func() { game.sunregister <- s }() s.sender() log.Printf("game %s: spectator %+v has been disconnected from this game\n", s) } }