package main import ( "code.google.com/p/go.net/websocket" "encoding/json" "log" ) const maxMessageSize = 1024 type player struct { ws *websocket.Conn Robots []*Robot send chan Message Instruction Instruction Id string } func (p *player) sender() { log.Printf("%s: sender launched", p.Id) for things := range p.send { b, err := json.Marshal(things) if err != nil { break } // XXX: send the count to our bandwidth analyzer ... _, err = p.ws.Write(b) if err != nil { break } } p.ws.Close() log.Printf("%s: robot (%s) sender close", p.Id, p.Robots[0].Id) } func (p *player) recv() { buff := make([]byte, maxMessageSize) var msgs map[string]Instruction for { n, err := p.ws.Read(buff) if err != nil { log.Printf("%s: problem reading from player: %s", p.Id, err) break } // XXX: send n to our bandwidth analyzer ... if n == len(buff) { log.Printf("%s: read buffer overfull: %s", p.Id, string(buff)) break } err = json.Unmarshal(buff[:n], &msgs) if err != nil { log.Printf("%s: problem reading from player: %s", p.Id, err) break } for _, r := range p.Robots { msg, ok := msgs[r.Id] if !ok { continue } if msg.Repair != nil && *msg.Repair == true { r.ActiveScan = false r.TargetSpeed = 0 r.FireAt = nil r.MoveTo = nil if r.RepairCounter <= 0 { r.RepairCounter = 3.0 } } else if msg.Scan != nil && *msg.Scan == true { r.RepairCounter = 0 r.TargetSpeed = 0 r.FireAt = nil r.MoveTo = nil r.ActiveScan = true } else { r.RepairCounter = 0 r.ActiveScan = false // Reapiring halts all other activity if msg.MoveTo != nil { r.MoveTo = msg.MoveTo } if msg.Heading != nil { r.DesiredHeading = msg.Heading } if msg.FireAt != nil { r.FireAt = msg.FireAt } else { r.FireAt = nil } if msg.TargetSpeed != nil { r.TargetSpeed = float32(*msg.TargetSpeed) } else { r.TargetSpeed = r.Stats.Speed } } if msg.Probe != nil { r.Probe = msg.Probe r.ProbeResult = nil } else { r.Probe = nil } if msg.Message != nil { r.Message = *msg.Message } } } log.Printf("%s: recv close", p.Id) p.ws.Close() }