99 lines
1.9 KiB
Go
99 lines
1.9 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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type player struct {
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ws *websocket.Conn
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Robots []*Robot
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send chan *Boardstate
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Instruction Instruction
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}
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func (p *player) sender() {
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for things := range p.send {
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err := websocket.JSON.Send(p.ws, *things)
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if err != nil {
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break
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}
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}
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p.ws.Close()
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// TODO
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log.Printf("player %s: sender close", p.Robots[0].Id)
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}
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func (p *player) recv() {
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for {
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// XXX: need to mark myself as having received something, also binding
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// such action to a particular game turn ID
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var msgs map[string]Instruction
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err := websocket.JSON.Receive(p.ws, &msgs)
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if err != nil {
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// TODO: perhaps we could be a bit more precise in the handling of
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// this 'error' by selecting on some kill signal channel and this
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// json read?
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log.Print("problem receiving JSON from player: ", 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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// log.Printf("%v", msg.FireAt)
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if msg.Repair != nil && *msg.Repair == true {
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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.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.FireAt != nil {
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r.FireAt = msg.FireAt
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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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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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}
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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("player %s: recv close", p.Robots[0].Id)
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p.ws.Close()
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}
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