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ws.go
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ws.go
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package api
import (
"errors"
"fmt"
"log"
"net/http"
"runtime/debug"
"time"
"github.com/go-chi/chi/v5"
"github.com/gofrs/uuid/v5"
"github.com/lxzan/gws"
"github.com/mailru/easyjson"
"github.com/scribble-rs/scribble.rs/internal/game"
"github.com/scribble-rs/scribble.rs/internal/state"
)
var (
ErrPlayerNotConnected = errors.New("player not connected")
upgrader = gws.NewUpgrader(&socketHandler{}, &gws.ServerOption{
Recovery: gws.Recovery,
ParallelEnabled: true,
PermessageDeflate: gws.PermessageDeflate{Enabled: true},
})
)
func (handler *V1Handler) websocketUpgrade(writer http.ResponseWriter, request *http.Request) {
userSession, err := GetUserSession(request)
if err != nil {
log.Printf("error getting user session: %v", err)
http.Error(writer, "no valid usersession supplied", http.StatusBadRequest)
return
}
if userSession == uuid.Nil {
// This issue can happen if you illegally request a websocket
// connection without ever having had a usersession or your
// client having deleted the usersession cookie.
http.Error(writer, "you don't have access to this lobby;usersession not set", http.StatusUnauthorized)
return
}
lobby := state.GetLobby(chi.URLParam(request, "lobby_id"))
if lobby == nil {
http.Error(writer, ErrLobbyNotExistent.Error(), http.StatusNotFound)
return
}
lobby.Synchronized(func() {
player := lobby.GetPlayer(userSession)
if player == nil {
http.Error(writer, "you don't have access to this lobby;usersession unknown", http.StatusUnauthorized)
return
}
socket, err := upgrader.Upgrade(writer, request)
if err != nil {
http.Error(writer, err.Error(), http.StatusInternalServerError)
return
}
log.Printf("%s(%s) has connected\n", player.Name, player.ID)
player.SetWebsocket(socket)
socket.Session().Store("player", player)
socket.Session().Store("lobby", lobby)
lobby.OnPlayerConnectUnsynchronized(player)
go socket.ReadLoop()
})
}
const (
pingInterval = 10 * time.Second
pingWait = 5 * time.Second
)
type socketHandler struct{}
func (c *socketHandler) resetDeadline(socket *gws.Conn) {
if err := socket.SetDeadline(time.Now().Add(pingInterval + pingWait)); err != nil {
log.Printf("error resetting deadline: %s\n", err)
}
}
func (c *socketHandler) OnOpen(socket *gws.Conn) {
c.resetDeadline(socket)
}
func extract(x any, _ bool) any {
return x
}
func (c *socketHandler) OnClose(socket *gws.Conn, _ error) {
defer socket.Session().Delete("player")
defer socket.Session().Delete("lobby")
player, ok := extract(socket.Session().Load("player")).(*game.Player)
if !ok {
return
}
lobby, ok := extract(socket.Session().Load("lobby")).(*game.Lobby)
if !ok {
return
}
lobby.OnPlayerDisconnect(player)
player.SetWebsocket(nil)
}
func (c *socketHandler) OnPing(socket *gws.Conn, _ []byte) {
c.resetDeadline(socket)
_ = socket.WritePong(nil)
}
func (c *socketHandler) OnPong(socket *gws.Conn, _ []byte) {
c.resetDeadline(socket)
}
func (c *socketHandler) OnMessage(socket *gws.Conn, message *gws.Message) {
defer message.Close()
defer c.resetDeadline(socket)
player, ok := extract(socket.Session().Load("player")).(*game.Player)
if !ok {
return
}
lobby, ok := extract(socket.Session().Load("lobby")).(*game.Lobby)
if !ok {
return
}
bytes := message.Bytes()
handleIncommingEvent(lobby, player, bytes)
}
func handleIncommingEvent(lobby *game.Lobby, player *game.Player, data []byte) {
defer func() {
if err := recover(); err != nil {
log.Printf("Error occurred in incomming event listener.\n\tError: %s\n\tPlayer: %s(%s)\nStack %s\n", err, player.Name, player.ID, string(debug.Stack()))
// FIXME Should this lead to a disconnect?
}
}()
var event game.EventTypeOnly
if err := easyjson.Unmarshal(data, &event); err != nil {
log.Printf("Error unmarshalling message: %s\n", err)
err := WriteObject(player, game.Event{
Type: game.EventTypeSystemMessage,
Data: fmt.Sprintf("error parsing message, please report this issue via Github: %s!", err),
})
if err != nil {
log.Printf("Error sending errormessage: %s\n", err)
}
return
}
if err := lobby.HandleEvent(event.Type, data, player); err != nil {
log.Printf("Error handling event: %s\n", err)
}
}
func WriteObject(player *game.Player, object easyjson.Marshaler) error {
player.GetWebsocketMutex().Lock()
defer player.GetWebsocketMutex().Unlock()
socket := player.GetWebsocket()
if socket == nil || !player.Connected {
return ErrPlayerNotConnected
}
bytes, err := easyjson.Marshal(object)
if err != nil {
return fmt.Errorf("error marshalling payload: %w", err)
}
// We write async, as broadcast always uses the queue. If we use write, the
// order will become messed up, potentially causing issues in the frontend.
socket.WriteAsync(gws.OpcodeText, bytes, func(err error) {
if err != nil {
log.Println("Error responding to player:", err.Error())
}
})
return nil
}
func WritePreparedMessage(player *game.Player, message *gws.Broadcaster) error {
player.GetWebsocketMutex().Lock()
defer player.GetWebsocketMutex().Unlock()
socket := player.GetWebsocket()
if socket == nil || !player.Connected {
return ErrPlayerNotConnected
}
return message.Broadcast(socket)
}