/
wschat.go
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/
wschat.go
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package wschat
import (
"bytes"
"encoding/json"
"log"
"net/http"
"time"
"github.com/fractalbach/fractalnet/game"
"github.com/fractalbach/fractalnet/namegen"
"github.com/gorilla/websocket"
)
const (
// Time allowed to write a message to the peer.
writeWait = 10 * time.Second
// Time allowed to read the next pong message from the peer.
pongWait = 60 * time.Second
// Send pings to peer with this period. Must be less than pongWait.
pingPeriod = (pongWait * 9) / 10
// Maximum message size allowed from peer.
maxMessageSize = 30000
// Maximum number of active clients allowed.
maxActiveClients = 10
)
var (
newline = []byte{'\n'}
space = []byte{' '}
)
var upgrader = websocket.Upgrader{
ReadBufferSize: 1024,
WriteBufferSize: 1024,
CheckOrigin: func(r *http.Request) bool {
return true
},
}
// Client is a middleman between the websocket connection and the hub.
type Client struct {
hub *Hub
conn *websocket.Conn // The websocket connection.
send chan []byte // Buffered channel of outbound messages.
username string // Username associated with a specific client.
playerid int
response chan interface{}
}
// readPump pumps messages from the websocket connection to the hub.
//
// The application runs readPump in a per-connection goroutine. The application
// ensures that there is at most one reader on a connection by executing all
// reads from this goroutine.
func (c *Client) readPump() {
defer func() {
c.hub.broadcast <- []byte(c.username + " has logged out.")
log.Println("Client Un-Registered: ", c.conn.RemoteAddr())
c.hub.unregister <- c
c.conn.Close()
}()
c.conn.SetReadLimit(maxMessageSize)
c.conn.SetReadDeadline(time.Now().Add(pongWait))
c.conn.SetPongHandler(func(string) error {
c.conn.SetReadDeadline(time.Now().Add(pongWait))
return nil
})
for {
_, message, err := c.conn.ReadMessage()
if err != nil {
if websocket.IsUnexpectedCloseError(err,
websocket.CloseGoingAway, websocket.CloseAbnormalClosure) {
log.Printf("error: %v", err)
}
break
}
message = bytes.TrimSpace(bytes.Replace(message, newline, space, -1))
// Log the message before the additions, so you don't end up
// with a bunch of duplicate timestamps and addresses in the log.
log.Println(c.conn.RemoteAddr(), "Player:", c.playerid, string(message))
// If the Json is not valid, ignore it entirely.
if !(json.Valid(message)) {
log.Println("Ignored Invalid Json from ", c.conn.RemoteAddr())
continue
}
// First, the json byte blob is converted into AbstractEvent object(s).
// Next, the source fields are overwritten to match the player.
// If any errors are encountered (or the formatting is bad), then the
// message is rejected and ignored.
if len(message) < 1 {
continue
}
// The assumption is that a json starting with curly left brace is
// a single object -> therefore a single event.
// If the json starts with a square left bracket, then it is an array.
switch message[0] {
case '{':
event, err := game.MakePlayerEvent(message)
if err != nil {
log.Println(err)
continue
}
c.eventSwitcher(event)
case '[':
eventArr, err := game.MakePlayerEventArray(message)
if err != nil {
log.Println(err)
continue
}
for _, event := range *eventArr {
c.eventSwitcher(&event)
}
default:
continue
}
}
}
// writePump pumps messages from the hub to the websocket connection.
//
// A goroutine running writePump is started for each connection. The
// application ensures that there is at most one writer to a connection by
// executing all writes from this goroutine.
func (c *Client) writePump() {
ticker := time.NewTicker(pingPeriod)
defer func() {
ticker.Stop()
c.conn.Close()
}()
for {
select {
case message, ok := <-c.send:
c.conn.SetWriteDeadline(time.Now().Add(writeWait))
if !ok {
c.conn.WriteMessage(websocket.CloseMessage, []byte{})
return
}
w, err := c.conn.NextWriter(websocket.TextMessage)
if err != nil {
return
}
w.Write(message)
// Add queued chat messages to the current websocket message.
n := len(c.send)
for i := 0; i < n; i++ {
w.Write(newline)
w.Write(<-c.send)
}
if err := w.Close(); err != nil {
return
}
case <-ticker.C:
c.conn.SetWriteDeadline(time.Now().Add(writeWait))
err := c.conn.WriteMessage(websocket.PingMessage, nil)
if err != nil {
return
}
}
}
}
// ServeWs handles websocket requests from the peer.
func ServeWs(hub *Hub, w http.ResponseWriter, r *http.Request) {
// Check to see if there are too many active clients already.
if thereAreTooManyActiveClients(hub, maxActiveClients) {
log.Println("Too many active clients.")
return
}
conn, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Println(err)
return
}
// Create a pointer object to a new Client.
// Also creates a dedicated channel for response messages.
client := &Client{
hub: hub,
conn: conn,
send: make(chan []byte, 256),
username: namegen.GenerateUsername(),
response: make(chan interface{}),
}
// Register that new Client Object into the hub.
client.hub.register <- client
log.Println(
"Client Registered:", client.conn.RemoteAddr(), client.username)
// Allow collection of memory referenced by the caller by doing all work in
// new goroutines.
go client.writePump()
go client.readPump()
go client.ResponseListener()
// Send a welcoming message, and then request game state messages to be
// displayed, so that the new player can learn about what is happening.
client.hub.broadcast <- []byte("Welcome, " + client.username + ".")
client.hub.broadcast <- client.hub.pram.RequestSomething("GameState")
client.hub.broadcast <- client.hub.pram.RequestSomething("LifeState")
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Client Event Switch.
//
// eventSwitcher is the first function that an event message gets passed to.
// It can be seen as the "first line of defense" before any messages are
// sent to the game event handler.
//
// Certain events should trigger some specific behavior before entering
// that main loop (specifically chat). This is where that happens.
//
// NOTE: Try NOT to be redundant with this eventSwitcher. It's starting to
// look like the DoGameEvent() function...
//
func (c *Client) eventSwitcher(event *game.AbstractEvent) {
switch event.EventType {
case "Chat":
message, err := json.Marshal(game.ChatMessage{
prettyNow() + " > " + c.username + ": " + event.GetEventBody()})
if err != nil {
log.Println(err)
return
}
addMessage(message)
c.hub.broadcast <- message
return
/*
case "ToggleTree":
newVal := false
if event.EventBody == "on" {
newVal = true
}
x, y := event.Location.X, event.Location.Y
c.hub.broadcast <- c.hub.pram.ToggleTreeEvent(x, y, newVal)
*/
default:
event.Response = c.response
c.hub.pram.CustomPlayerEvent(event)
//c.hub.broadcast <- c.hub.pram.RequestGameState()
}
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
func (c *Client) ResponseListener() {
for {
select {
case msg := <-c.response:
b, ok := msg.([]byte)
if ok {
c.send <- b
}
}
}
}