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player.go
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player.go
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package player
import (
"fmt"
"log/slog"
"github.com/awoo-detat/werewolf/gamechannel"
"github.com/awoo-detat/werewolf/gamechannel/client"
"github.com/awoo-detat/werewolf/gamechannel/server"
"github.com/awoo-detat/werewolf/role"
"github.com/google/uuid"
"github.com/gorilla/websocket"
)
type Player struct {
ID uuid.UUID `json:"id"`
Name string `json:"name"`
Role *role.Role `json:"-"`
Views []*View `json:"-"`
socket Communicator
gameChannel gamechannel.GameChannel
}
func NewPlayer(socket Communicator) *Player {
name, err := nameGenerator.Generate()
if err != nil {
slog.Error("error generating name", "error", err)
}
p := &Player{
ID: uuid.New(),
Name: name.String(),
Views: []*View{},
socket: socket,
}
p.Message(server.IDSet, p.ID)
p.Message(server.NameSet, p.Name)
return p
}
func (p *Player) String() string {
if len(p.Name) != 0 {
return p.Name
}
return p.ID.String()
}
func (p *Player) SetName(name string) {
p.Name = name
slog.Info("setting player name", "ID", p.ID, "Name", p.Name)
}
func (p *Player) SetRole(r *role.Role) {
p.Role = r
p.Message(server.RoleAssigned, r)
slog.Info("setting player role", "player", p, "role", r)
}
func (p *Player) SetGameChannel(gc gamechannel.GameChannel) {
p.gameChannel = gc
}
func (p *Player) AddView(v *View) {
p.Views = append(p.Views, v)
if err := p.Message(server.View, v); err != nil {
slog.Error("error sending view", "view", v, "error", err)
}
slog.Info("adding view", "view", v, "player", p)
}
func (p *Player) Reveal() *server.RevealedPlayer {
return &server.RevealedPlayer{
ID: p.ID,
Name: p.Name,
Role: p.Role,
}
}
// Message handles sending a message to the client, wrapping it in error handling
func (p *Player) Message(t server.MessageType, payload interface{}) error {
m, err := server.NewMessage(t, payload)
if err != nil {
return err
}
slog.Info("sending message to player", "message", m, "player", p)
return p.socket.WriteMessage(1, m)
}
func (p *Player) Reconnect(c Communicator) {
slog.Info("player reconnecting", "player", p)
p.socket = c
go p.Play()
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.Reconnect, From: p.ID}
}
func (p *Player) Play() {
defer p.socket.Close()
for {
_, c, err := p.socket.ReadMessage()
if err != nil {
// TODO!!
if websocket.IsCloseError(err, websocket.CloseGoingAway, websocket.CloseAbnormalClosure) {
slog.Info("closing connection", "player", p)
break
}
slog.Error("error reading message", "player", p, "error", err)
break
}
m, err := client.Decode(c)
if err != nil {
slog.Warn("player: error decoding", "error", err)
p.Message(server.Error, err)
continue
}
slog.Info("received message", "player", p, "message", m)
switch m.Type {
case client.Awoo:
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.Awoo, From: p.ID}
case client.SetName:
p.SetName(m.PlayerName)
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.SetName, From: p.ID, Value: p.Name}
case client.SetRoleset:
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.SetRoleset, From: p.ID, Value: m.Roleset}
case client.Vote:
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.Vote, From: p.ID, Value: m.Target}
case client.NightAction:
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.NightAction, From: p.ID, Value: m.Target}
case client.Start:
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.Start, From: p.ID}
case client.Quit:
slog.Info("player is quitting", "player", p)
p.gameChannel <- &gamechannel.Activity{Type: gamechannel.Quit, From: p.ID}
p.socket.Close()
break
default:
p.Message(server.Error, fmt.Sprintf("unknown message %+v", m))
slog.Warn("unknown message ", "message", m)
}
}
}