197 lines
4.2 KiB
Go
197 lines
4.2 KiB
Go
package main
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import (
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"code.google.com/p/go.net/websocket"
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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 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 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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// < [robot | spectator], name, client-type, game ID
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type ClientID 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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func (c *ClientID) Valid() (bool, string) {
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switch c.Type {
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case "robot", "spectator":
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return true, ""
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}
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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 StatsRequest `json:"stats"`
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}
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type BoardSize struct {
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Width float32 `json:"width"`
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Height float32 `json:"height"`
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}
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type GameParam struct {
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BoardSize BoardSize `json:"boardsize"`
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Type string `json:"type"`
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}
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// > [OK | FULL | NOT AUTH], board size, game params
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func NewGameParam(w, h float32) *GameParam {
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return &GameParam{
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BoardSize: BoardSize{
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Width: w,
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Height: h,
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},
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Type: "gameparam",
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}
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}
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type 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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}
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func NewHandshake(id string, success bool) *Handshake {
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return &Handshake{
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ID: id,
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Success: success,
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Type: "handshake",
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}
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}
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type Failure struct {
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Reason string `json:"reason"`
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Type string `json:"type"`
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}
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func NewFailure(reason string) *Failure {
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return &Failure{
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Reason: reason,
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Type: "failure",
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}
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}
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func addPlayer(ws *websocket.Conn) {
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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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force := *debug
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game, err := games.get(gid.Id, force)
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if err != nil {
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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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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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websocket.JSON.Send(
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ws,
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NewFailure(msg),
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)
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return
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}
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log.Printf("%s: %s clientid: %+v", gid.Id, player_id, clientid)
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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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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 ClientConfig
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for {
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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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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(player_id, true))
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break
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} else {
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_ = websocket.JSON.Send(ws, NewHandshake(player_id, false))
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}
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}
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p := &player{
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Robot: Robot{
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Stats: DeriveStats(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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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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