/
game.go
279 lines (224 loc) · 5.83 KB
/
game.go
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package cg
import (
"encoding/json"
"errors"
"sync"
"time"
"github.com/google/uuid"
)
type Game struct {
Id string
OnPlayerJoined func(player *Player)
OnPlayerLeft func(player *Player)
OnPlayerSocketConnected func(player *Player, socket *GameSocket)
OnSpectatorConnected func(socket *GameSocket)
Log *Logger
config any
cmdChan chan CommandWrapper
public bool
joinSecret string
playersLock sync.RWMutex
players map[string]*Player
spectatorsLock sync.RWMutex
spectators map[string]*GameSocket
server *Server
running bool
markedAsEmpty time.Time
}
type EventWrapper struct {
Player *Player
Event Event
}
func newGame(server *Server, id string, public bool) *Game {
return &Game{
Id: id,
Log: NewLogger(false),
cmdChan: make(chan CommandWrapper, 10),
public: public,
players: make(map[string]*Player),
spectators: make(map[string]*GameSocket),
server: server,
running: true,
}
}
// Set game config data. This should be a struct of type GameConfig.
// It is required to call this function in order for some API endpoints to work.
func (g *Game) SetConfig(config any) {
g.config = config
}
// Send sends the event to all players currently in the game.
func (g *Game) Send(event EventName, data any) error {
e := Event{
Name: event,
}
err := e.marshalData(data)
if err != nil {
return err
}
jsonData, err := json.Marshal(e)
if err != nil {
return err
}
g.Log.TraceData(e, "Broadcasting '%s' event to all players...", e.Name)
g.playersLock.RLock()
defer g.playersLock.RUnlock()
for _, p := range g.players {
err := p.sendEncoded(jsonData)
if err != nil {
return err
}
}
g.spectatorsLock.RLock()
defer g.spectatorsLock.RUnlock()
for _, s := range g.spectators {
err := s.send(jsonData)
if err != nil {
return err
}
}
return nil
}
// GetPlayer returns a player in the game by id.
func (g *Game) GetPlayer(playerId string) (*Player, bool) {
g.playersLock.RLock()
defer g.playersLock.RUnlock()
player, ok := g.players[playerId]
return player, ok
}
// NextCommand returns the next command in the queue or ok = false if there is none.
func (g *Game) NextCommand() (CommandWrapper, bool) {
select {
case wrapper, ok := <-g.cmdChan:
if ok {
return wrapper, true
} else {
return CommandWrapper{}, false
}
default:
return CommandWrapper{}, false
}
}
// WaitForNextCommand waits for and then returns the next command in the queue or ok = false if the game has been closed.
func (g *Game) WaitForNextCommand() (CommandWrapper, bool) {
wrapper, ok := <-g.cmdChan
return wrapper, ok
}
// Returns true if the game has not already been closed.
func (g *Game) Running() bool {
return g.running
}
// Stop the game, disconnect all players and remove it from the server.
func (g *Game) Close() error {
if !g.running {
return nil
}
g.running = false
g.server.removeGame(g)
for _, p := range g.players {
err := g.leave(p)
if err != nil {
g.Log.Error("Couldn't disconnect player '%s': %s", p.Id, err)
}
}
close(g.cmdChan)
g.server.log.Info("Removed game %s.", g.Id)
g.Log.Close()
return nil
}
func (g *Game) join(username, joinSecret string) (string, string, error) {
if g.joinSecret != "" && g.joinSecret != joinSecret {
return "", "", errors.New("wrong join secret")
}
if g.server.config.MaxPlayersPerGame > 0 {
g.playersLock.RLock()
playerCount := len(g.players)
g.playersLock.RUnlock()
if playerCount >= g.server.config.MaxPlayersPerGame {
return "", "", errors.New("max player count reached")
}
}
g.markedAsEmpty = time.Time{}
playerId := uuid.NewString()
player := &Player{
Id: playerId,
Username: username,
Secret: generateSecret(),
Log: NewLogger(false),
server: g.server,
sockets: make(map[string]*GameSocket),
game: g,
missedEvents: make([][]byte, 0),
}
g.playersLock.Lock()
g.players[playerId] = player
g.playersLock.Unlock()
g.Log.Info("Player '%s' (%s) joined the game.", player.Username, player.Id)
if g.OnPlayerJoined != nil {
g.OnPlayerJoined(player)
}
return player.Id, player.Secret, nil
}
func (g *Game) leave(player *Player) error {
if g.running {
if g.OnPlayerLeft != nil {
g.OnPlayerLeft(player)
}
}
g.playersLock.Lock()
delete(g.players, player.Id)
playerCount := len(g.players)
g.playersLock.Unlock()
for _, socket := range player.sockets {
player.disconnectSocket(socket.Id)
}
g.Log.Info("Player '%s' (%s) left the game %s", player.Id, player.Username, player.game.Id)
if playerCount == 0 {
g.markedAsEmpty = time.Now()
}
return nil
}
func (g *Game) playerUsernameMap() map[string]string {
g.playersLock.RLock()
usernameMap := make(map[string]string, len(g.players))
for id, player := range g.players {
usernameMap[id] = player.Username
}
g.playersLock.RUnlock()
return usernameMap
}
func (g *Game) addSpectator(socket *GameSocket) error {
g.spectatorsLock.Lock()
if g.server.config.MaxSpectatorsPerGame > 0 && len(g.spectators) >= g.server.config.MaxSpectatorsPerGame {
g.spectatorsLock.Unlock()
return errors.New("max spectator count reached")
}
socket.spectateGame = g
g.spectators[socket.Id] = socket
g.spectatorsLock.Unlock()
if g.OnSpectatorConnected != nil {
g.OnSpectatorConnected(socket)
}
return nil
}
func (g *Game) removeSpectator(id string) {
g.spectatorsLock.Lock()
delete(g.spectators, id)
g.spectatorsLock.Unlock()
}
func (g *Game) kickInactivePlayers() {
if g.server.config.KickInactivePlayerDelay > 0 {
g.playersLock.RLock()
for _, p := range g.players {
p.socketsLock.RLock()
if p.socketCount == 0 && time.Since(p.lastConnection) >= g.server.config.KickInactivePlayerDelay {
g.playersLock.RUnlock()
p.socketsLock.RUnlock()
g.leave(p)
g.playersLock.RLock()
} else {
p.socketsLock.RUnlock()
}
}
g.playersLock.RUnlock()
}
}