snengame/cmd/client/main.go

187 lines
4.4 KiB
Go

package main
import (
"bufio"
"fmt"
"log"
"os"
"os/signal"
"strings"
"time"
"unicode/utf8"
"git.saintnet.tech/stryan/snengame/internal/coordinator"
"git.saintnet.tech/stryan/snengame/internal/game"
"github.com/google/uuid"
"github.com/gorilla/websocket"
)
var done chan interface{}
var interrupt chan os.Signal
var pid int
func receiveHandler(connection *websocket.Conn, output chan string) {
defer close(done)
for {
var resp coordinator.SessionCommandResult
err := connection.ReadJSON(&resp)
if err != nil {
log.Println("Error in receive:", err)
}
if resp.Result == coordinator.SessionRespJoined1 {
pid = game.SentinalID
output <- "joined as sentinal"
} else if resp.Result == coordinator.SessionRespJoined2 {
pid = game.ScourgeID
output <- "joined as scourge"
} else if resp.Result == coordinator.SessionRespFound {
output <- "game found"
} else if resp.Result == coordinator.SessionRespPlayed {
if resp.GameResult != nil {
switch resp.GameResult.ResultType {
case game.ActCmd:
output <- resp.GameResult.ActionResult.String()
case game.StateCmd:
output <- resp.GameResult.StateResult.String()
case game.DebugCmd:
output <- resp.GameResult.DebugResult.String()
}
}
} else if resp.Result == coordinator.SessionRespLeft {
output <- "game left"
break
} else if resp.Result == coordinator.SessionRespPlayed {
output <- "played succesfully"
}
}
}
func main() {
done = make(chan interface{}) // Channel to indicate that the receiverHandler is done
interrupt = make(chan os.Signal) // Channel to listen for interrupt signal to terminate gracefully
cmd := make(chan coordinator.SessionCommand)
output := make(chan string)
signal.Notify(interrupt, os.Interrupt) // Notify the interrupt channel for SIGINT
socketUrl := "ws://localhost:7636" + "/ws"
conn, _, err := websocket.DefaultDialer.Dial(socketUrl, nil)
id := uuid.New()
if err != nil {
log.Fatal("Error connecting to Websocket Server:", err)
}
defer conn.Close()
go receiveHandler(conn, output)
go GetCommand(id, cmd)
// Our main loop for the client
// We send our relevant packets here
for {
var c coordinator.SessionCommand
var o string
select {
case c = <-cmd:
err := conn.WriteJSON(c)
if err != nil {
log.Println("Error during writing to websocket:", err)
return
}
case o = <-output:
fmt.Println(o)
case <-interrupt:
// We received a SIGINT (Ctrl + C). Terminate gracefully...
log.Println("Received SIGINT interrupt signal. Closing all pending connections")
// Close our websocket connection
err := conn.WriteJSON(coordinator.SessionCommand{
ID: id,
Command: coordinator.SessionCmdLeave,
})
if err != nil {
log.Println("Error during closing websocket:", err)
return
}
select {
case <-done:
log.Println("Receiver Channel Closed! Exiting....")
case <-time.After(time.Duration(1) * time.Second):
log.Println("Timeout in closing receiving channel. Exiting....")
}
return
}
}
}
func GetCommand(uid uuid.UUID, resp chan coordinator.SessionCommand) {
for {
var cmd string
var t int
fmt.Print("> ")
_, err := fmt.Scanf("%d", &t)
if err != nil {
log.Println(err)
}
if t == -1 {
panic("quitting")
}
cmd, err = bufio.NewReader(os.Stdin).ReadString('\n')
if err != nil {
log.Println(err)
}
cmd = strings.TrimSpace(cmd)
switch t {
case 0:
//session
switch coordinator.SessionCmd(cmd) {
case coordinator.SessionCmdQuery:
resp <- coordinator.SessionCommand{
ID: uid,
Command: coordinator.SessionCmdQuery,
}
case coordinator.SessionCmdJoin:
resp <- coordinator.SessionCommand{
ID: uid,
Command: coordinator.SessionCmdJoin,
}
case coordinator.SessionCmdLeave:
resp <- coordinator.SessionCommand{
ID: uid,
Command: coordinator.SessionCmdLeave,
}
default:
break
}
case 1:
//state
resp <- coordinator.SessionCommand{
ID: uid,
Command: coordinator.SessionCmdPlay,
GameCommand: &game.Command{
PlayerID: pid,
Type: game.StateCmd,
Cmd: cmd,
},
}
case 2:
//action
resp <- coordinator.SessionCommand{
ID: uid,
Command: coordinator.SessionCmdPlay,
GameCommand: &game.Command{
PlayerID: pid,
Type: game.ActCmd,
Cmd: cmd,
},
}
}
}
}
func trimFirstRune(s string) string {
_, i := utf8.DecodeRuneInString(s)
return s[i:]
}