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websocket.go
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websocket.go
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package gameserver
import (
"encoding/json"
"fmt"
"log"
"net/http"
"sync"
"github.com/gorilla/websocket"
)
type Conn struct {
*websocket.Conn
}
func (c Conn) String() string {
return fmt.Sprintf("%s%p%s", blueColor, c.Conn, resetColor)
}
var (
connectedUsers = make(map[int][]Conn)
connectedUsersMu sync.Mutex
)
var upgrader = websocket.Upgrader{
CheckOrigin: func(r *http.Request) bool {
// Allow connections with a null origin (for local file testing)
origin := r.Header.Get("Origin")
return origin == "" || origin == "null" || allowedOrigins[origin]
},
}
type WebSocketMessage struct {
GameID int `json:"game_id"`
Token Token `json:"token"`
Type string `json:"message_type,omitempty"`
Message string `json:"message,omitempty"`
}
// TODO: add logging for websocket connections
func handleWebSocket(w http.ResponseWriter, r *http.Request) {
c, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Printf("Failed to upgrade the connection: %v", err)
return
}
conn := Conn{c}
go listenForWebSocketMessages(conn)
}
// TODO: add error logging for websocket connections
func listenForWebSocketMessages(conn Conn) {
defer conn.Close()
for {
messageType, messageData, err := conn.ReadMessage()
if err != nil {
log.Printf("Error reading message: %v", err)
return
}
switch messageType {
case websocket.TextMessage:
var message WebSocketMessage
err := json.Unmarshal(messageData, &message)
if err != nil {
log.Printf("Error unmarshalling message for %s: %v", conn, err)
return
}
playerType, token := validateGameToken(message.GameID, message.Token)
if playerType == InvalidPlayer {
log.Printf("Invalid game id or token for %s: %d %s", conn, message.GameID, message.Token)
return
}
processMessage(conn, message, playerType, token)
case websocket.BinaryMessage:
log.Printf("Error: received non-supported binary message %s", messageData)
return
}
}
}
func processMessage(conn Conn, message WebSocketMessage, playerType PlayerType, token Token) {
switch message.Type {
case "Join":
game, err := GetGameWithId(message.GameID)
if handleError(conn, message.GameID, err) {
return
}
actions, err := getAllActions(message.GameID)
if handleError(conn, message.GameID, err) {
return
}
addConnection(message.GameID, conn)
sendJSONMessage(conn, message.GameID, "GameJoined", map[string]interface{}{
"player": playerType.String(),
"game_token": token,
"white_player": game.WhitePlayer,
"black_player": game.BlackPlayer,
"actions": actions,
"game_type": game.Type,
})
case "Action":
var action Action
err := json.Unmarshal([]byte(message.Message), &action)
if err != nil {
log.Printf("Error unmarshalling action message: %v", err)
return
}
if handleError(conn, message.GameID, checkGameStatus(message.GameID)) {
log.Printf("Game %d is not in progress", message.GameID)
return
}
if handleError(conn, message.GameID, checkActionValidity(message.GameID, action.ActionNum)) {
log.Printf("Invalid action number %d for game %d", action.ActionNum, message.GameID)
return
}
// Save the action to the database
if err := saveAction(message.GameID, action.ActionNum, action.Action, action.Signature); handleError(conn, message.GameID, err) {
log.Printf("Error saving action: %v", err)
return
}
broadcast(message.GameID, message)
case "SendFullGame":
if allActions, err := getAllActions(message.GameID); handleError(conn, message.GameID, err) {
return
} else {
sendJSONMessage(conn, message.GameID, "FullGame", allActions)
}
case "RejectAction":
broadcast(message.GameID, WebSocketMessage{GameID: message.GameID, Type: "GameOver", Message: "Rejected action"})
if err := markGameAsFinished(message.GameID, "Rejected action detected"); err != nil {
log.Printf("Error marking game as finished: %v", err)
}
return
case "GameOver":
broadcast(message.GameID, WebSocketMessage{GameID: message.GameID, Type: "GameOver", Message: message.Message})
if err := markGameAsFinished(message.GameID, message.Message); err != nil {
log.Printf("Error marking game as finished: %v", err)
}
default:
sendJSONMessage(conn, message.GameID, "Error", fmt.Sprintf("Unknown message type %s", message.Type))
}
}
func addConnection(gameID int, conn Conn) {
connectedUsersMu.Lock()
connectedUsers[gameID] = append(connectedUsers[gameID], conn)
connectedUsersMu.Unlock()
}
// handleError checks if there is an error and sends an appropriate JSON message. Returns true if there was an error.
func handleError(conn Conn, gameID int, err error) bool {
if err != nil {
sendJSONMessage(conn, gameID, "Error", err.Error())
return true
}
return false
}
func sendJSONMessage(conn Conn, gameId int, messageType string, data any) error {
prettyJson, err := json.MarshalIndent(data, "", " ")
if err != nil {
log.Printf("Error marshalling JSON: %v", err)
return err
}
err = conn.WriteJSON(WebSocketMessage{GameID: gameId, Type: messageType, Message: string(prettyJson)})
if err != nil {
log.Printf("Error sending JSON message: %v", err)
return err
}
return nil
}
func broadcast(gameID int, action WebSocketMessage) {
connectedUsersMu.Lock()
defer connectedUsersMu.Unlock()
var activeConnections []Conn
for _, conn := range connectedUsers[gameID] {
err := conn.WriteJSON(action)
if err != nil {
log.Printf("Failed to send action to conn %s: %v", conn, err)
conn.Close() // Close the failed connection
} else {
activeConnections = append(activeConnections, conn)
}
}
connectedUsers[gameID] = activeConnections
if len(connectedUsers[gameID]) == 0 {
delete(connectedUsers, gameID)
}
}