forked from TF2Stadium/Helen
/
broadcaster.go
94 lines (83 loc) · 2.41 KB
/
broadcaster.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
package socket
import (
"strconv"
"time"
db "github.com/TF2Stadium/Helen/database"
"github.com/TF2Stadium/Helen/decorators"
"github.com/TF2Stadium/Helen/helpers"
"github.com/TF2Stadium/Helen/models"
"github.com/googollee/go-socket.io"
)
type broadcastMessage struct {
Room string
SteamId string
Event string
Content string
}
var SteamIdSocketMap = make(map[string]*socketio.Socket)
var broadcasterTicker *time.Ticker
var broadcastStopChannel chan bool
var broadcastMessageChannel chan broadcastMessage
var socketServer *socketio.Server
func InitBroadcaster(server *socketio.Server) {
broadcasterTicker = time.NewTicker(time.Millisecond * 500)
broadcastStopChannel = make(chan bool)
broadcastMessageChannel = make(chan broadcastMessage)
socketServer = server
go broadcaster()
}
func StopBroadcaster() {
broadcasterTicker.Stop()
broadcastStopChannel <- true
}
func SendMessage(steamid string, event string, content string) {
broadcastMessageChannel <- broadcastMessage{
Room: "",
SteamId: steamid,
Event: event,
Content: content,
}
}
func SendMessageToRoom(room string, event string, content string) {
broadcastMessageChannel <- broadcastMessage{
Room: room,
SteamId: "",
Event: event,
Content: content,
}
}
func broadcaster() {
for {
select {
case <-broadcasterTicker.C:
var lobbies []models.Lobby
db.DB.Where("state = ?", models.LobbyStateWaiting).Order("id desc").Find(&lobbies)
list, err := decorators.GetLobbyListData(lobbies)
if err != nil {
helpers.Logger.Warning("Failed to send lobby list: %s", err.Error())
} else {
socketServer.BroadcastTo("-1", "lobbyListData", list)
}
var activeStates = []models.LobbyState{models.LobbyStateWaiting, models.LobbyStateInProgress}
db.DB.Where("state IN (?)", activeStates).
Find(&lobbies)
for _, lobby := range lobbies {
bytes, _ := decorators.GetLobbyDataJSON(lobby).Encode()
socketServer.BroadcastTo(strconv.FormatUint(uint64(lobby.ID), 10), "lobbyData", string(bytes))
}
case message := <-broadcastMessageChannel:
if message.Room == "" {
socket, ok := SteamIdSocketMap[message.SteamId]
if !ok {
helpers.Logger.Warning("Failed to get user's socket: %d", message.SteamId)
continue
}
(*socket).Emit(message.Event, message.Content)
} else {
socketServer.BroadcastTo(message.Room, message.Event, message.Content)
}
case <-broadcastStopChannel:
return
}
}
}