Steve
eb7b405641
client supports all actions A bunch of stuff uses *Decks now instead of []Card since json marshaling all of this code is absolutely awful
100 lines
2.3 KiB
Go
100 lines
2.3 KiB
Go
package coordinator
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import (
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"fmt"
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"git.saintnet.tech/stryan/snengame/internal/game"
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"github.com/google/uuid"
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)
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type SessionCmd string
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type SessionResp string
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const (
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SessionCmdQuery SessionCmd = "query"
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SessionCmdJoin = "join"
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SessionCmdLeave = "leave"
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SessionCmdPlay = "play"
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)
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const (
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SessionRespFound SessionResp = "found"
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SessionRespJoined1 = "joined p1"
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SessionRespJoined2 = "joined p2"
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SessionRespJoinError = "join error"
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SessionRespLeft = "left"
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SessionRespPlayed = "played"
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SessionRespError = "generic error"
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)
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type Session struct {
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p1 uuid.UUID
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p2 uuid.UUID
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pMap map[uuid.UUID]int
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Game *game.Game
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}
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func NewSession() *Session {
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return &Session{
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p1: uuid.Nil,
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p2: uuid.Nil,
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pMap: make(map[uuid.UUID]int),
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Game: nil,
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}
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}
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func (s *Session) Join(id uuid.UUID) SessionResp {
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if s.p1 == uuid.Nil {
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s.p1 = id
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s.pMap[id] = game.SentinalID
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return SessionRespJoined1
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} else if s.p2 == uuid.Nil {
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s.p2 = id
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s.pMap[id] = game.ScourgeID
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return SessionRespJoined2
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} else {
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return SessionRespJoinError
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}
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}
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func (s *Session) Leave(id uuid.UUID) {
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if id == s.p1 {
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s.p1 = uuid.Nil
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} else if id == s.p2 {
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s.p2 = uuid.Nil
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}
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if s.p1 == uuid.Nil && s.p2 == uuid.Nil {
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s.Game = nil
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} else if s.Game.Status != game.StatusDraw || s.Game.Status != game.StatusScourgeWin || s.Game.Status != game.StatusSentinalWin {
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s.Game.Status = game.StatusStop
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}
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}
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func (s *Session) Play(id uuid.UUID, cmd *game.Command) *game.CommandResult {
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if s.pMap[id] != cmd.PlayerID {
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return nil
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}
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res := s.Game.Parse(cmd)
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return res
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}
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type SessionCommand struct {
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ID uuid.UUID `json:"player_id"`
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Command SessionCmd `json:"command"`
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GameCommand *game.Command `json:"game_command,omitempty"`
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}
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func (s *SessionCommand) String() string {
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return fmt.Sprintf("%v %v\n%v\n", s.ID, s.Command, s.GameCommand)
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}
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type SessionCommandResult struct {
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ID uuid.UUID `json:"player_id"`
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Result SessionResp `json:"result"`
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GameResult *game.CommandResult `json:"game_result,omitempty"`
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}
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func (s *SessionCommandResult) String() string {
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return fmt.Sprintf("%v %v\n%v\n", s.ID, s.Result, s.GameResult)
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}
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