220 lines
4.7 KiB
Go
220 lines
4.7 KiB
Go
package server
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import (
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"encoding/gob"
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"encoding/json"
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"log"
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"bitbucket.org/smcquay/bandwidth"
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"code.google.com/p/go.net/websocket"
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)
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const maxMessageSize = 1024
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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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// StreamCount is the wrapper we use around reads and writes to keep track of
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// bandwidths.
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type StreamCount struct {
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ws *websocket.Conn
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bw *bandwidth.Bandwidth
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}
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// StreamCount.Read implements io.Reader
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func (sc *StreamCount) Read(p []byte) (n int, err error) {
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n, err = sc.ws.Read(p)
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sc.bw.AddRx <- n
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return n, err
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}
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// StreamCount.Write implements io.Writer
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func (sc *StreamCount) Write(p []byte) (n int, err error) {
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n, err = sc.ws.Write(p)
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sc.bw.AddTx <- n
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return n, err
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}
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// Close is for cleanup
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func (sc *StreamCount) Close() error {
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return sc.ws.Close()
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}
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// ProtoTalker is the simplest form of struct that talks to consumers of the
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// service. There are two important methods here: Sender and Recv.
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type ProtoTalker struct {
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enc encoder
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dec decoder
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counter *StreamCount
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send chan Message
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Id string
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}
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func NewProtoTalker(id string, ws *websocket.Conn, bw *bandwidth.Bandwidth, encoding string) *ProtoTalker {
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var enc encoder
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var dec decoder
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comptroller := &StreamCount{
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ws: ws,
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bw: bw,
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}
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if encoding == "json" {
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enc = json.NewEncoder(comptroller)
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dec = json.NewDecoder(comptroller)
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} else {
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enc = gob.NewEncoder(comptroller)
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dec = gob.NewDecoder(comptroller)
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}
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return &ProtoTalker{
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send: make(chan Message, 16),
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enc: enc,
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dec: dec,
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counter: comptroller,
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Id: id,
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}
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}
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// Sender is the single implementation for data output to clients, both players
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// and spectators.
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func (pt *ProtoTalker) Sender() {
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log.Printf("%s: %T Sender launched", pt.Id, pt.enc)
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for things := range pt.send {
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err := pt.enc.Encode(things)
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if err != nil {
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log.Println(err)
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break
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}
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}
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pt.counter.Close()
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log.Printf("%s: Sender close", pt.Id)
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}
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// player uses protoTalker's Sender method, but adds a Recv that knows how to
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// deal with game play instructions from the player.
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type Player struct {
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Robots []*Robot
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Instruction Instruction
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ProtoTalker
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}
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func NewPlayer(id string, ws *websocket.Conn, bw *bandwidth.Bandwidth, encoding string) *Player {
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return &Player{
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Robots: []*Robot{},
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ProtoTalker: *NewProtoTalker(id, ws, bw, encoding),
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}
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}
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// Player.Recv is the function responsible for parsing out player instructions
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// and sending them to the game.
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func (p *Player) Recv() {
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log.Println("starting Recv")
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for {
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var msgs map[string]Instruction
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err := p.dec.Decode(&msgs)
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if err != nil {
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log.Printf("%s: %s", p.Id, err)
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break
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}
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for _, r := range p.Robots {
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msg, ok := msgs[r.Id]
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if !ok {
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continue
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}
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if msg.Repair != nil && *msg.Repair == true {
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r.ActiveScan = false
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r.TargetSpeed = 0
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r.FireAt = nil
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r.MoveTo = nil
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if r.RepairCounter <= 0 {
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r.RepairCounter = 3.0
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}
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} else if msg.Scan != nil && *msg.Scan == true {
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r.RepairCounter = 0
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r.TargetSpeed = 0
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r.FireAt = nil
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r.MoveTo = nil
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r.ActiveScan = true
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} else {
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r.RepairCounter = 0
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r.ActiveScan = false
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// Reapiring halts all other activity
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if msg.MoveTo != nil {
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r.MoveTo = msg.MoveTo
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}
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if msg.Heading != nil {
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r.DesiredHeading = msg.Heading
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}
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if msg.FireAt != nil {
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r.FireAt = msg.FireAt
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} else {
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r.FireAt = nil
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}
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if msg.TargetSpeed != nil {
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r.TargetSpeed = float32(*msg.TargetSpeed)
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} else {
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r.TargetSpeed = r.Stats.Speed
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}
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}
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if msg.Probe != nil {
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r.Probe = msg.Probe
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r.ProbeResult = nil
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} else {
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r.Probe = nil
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}
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if msg.Message != nil {
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r.Message = *msg.Message
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}
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}
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}
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log.Printf("%s: Recv close", p.Id)
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p.counter.Close()
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}
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// Spectator merely sends out game state, does not receive meaningful
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// instructions from spectators.
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type Spectator struct {
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ProtoTalker
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}
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func NewSpectator(id string, ws *websocket.Conn, bw *bandwidth.Bandwidth, encoding string) *Spectator {
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return &Spectator{
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ProtoTalker: *NewProtoTalker(id, ws, bw, encoding),
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}
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}
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// Spectator.Recv is an interesting beast. We had to add it as for whatever
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// reason the server would lock up if we weren't reading the empty responses
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// from spectators.
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func (s *Spectator) Recv() {
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for {
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var msgs interface{}
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err := s.dec.Decode(&msgs)
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if err != nil {
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log.Printf("%s: %s", s.Id, err)
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break
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}
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// After the first bit of handshaking, the rest of the messages should
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// only be "{}" for spectators, and the following could hold true:
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//
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// if string(buff[:n]) != "{}" {
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// log.Printf("protocol breach!!")
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// break
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// }
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}
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log.Printf("%s: Recv close", s.Id)
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s.counter.Close()
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}
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