261 lines
6.8 KiB
Go
261 lines
6.8 KiB
Go
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package main
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import (
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"flag"
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"log"
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"os"
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"os/signal"
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"strconv"
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"strings"
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"time"
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"unicode/utf8"
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"git.saintnet.tech/stryan/snengame/internal/coordinator"
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"git.saintnet.tech/stryan/snengame/internal/game"
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"github.com/google/uuid"
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"github.com/gorilla/websocket"
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)
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var done chan interface{}
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var interrupt chan os.Signal
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var pid int
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var matchID uuid.UUID
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func receiveHandler(connection *websocket.Conn, container *UIContainer) {
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defer close(done)
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for {
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var resp coordinator.SessionCommandResult
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err := connection.ReadJSON(&resp)
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if err != nil {
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log.Println("Error in receive:", err)
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break
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}
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switch resp.Result {
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case coordinator.SessionRespJoined1:
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pid = game.SentinalID
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container.Output <- "joined as sentinal"
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case coordinator.SessionRespJoined2:
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pid = game.ScourgeID
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container.Output <- "joined as scourge"
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case coordinator.SessionRespFound:
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matchID = resp.MatchID
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container.Output <- "game found"
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case coordinator.SessionRespPlayed:
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if resp.GameResult != nil {
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switch resp.GameResult.ResultType {
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case game.ActCmd:
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container.Output <- resp.GameResult.ActionResult.String()
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case game.StateCmd:
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container.State = resp.GameResult.StateResult
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container.Updated <- true
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case game.DebugCmd:
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container.Output <- resp.GameResult.DebugResult.String()
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}
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} else {
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container.Output <- "error playing"
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}
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case coordinator.SessionRespLeft:
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container.Output <- "game left"
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matchID = uuid.Nil
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return
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case coordinator.SessionRespBroadcastSenTurn:
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container.Output <- "Sentinal may take their turn"
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case coordinator.SessionRespBroadcastScoTrun:
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container.Output <- "Scourge may take their turn"
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case coordinator.SessionRespBroadcastSenWin:
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container.Output <- "Sentinal wins!"
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case coordinator.SessionRespBroadcastScoWin:
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container.Output <- "Scourge wins!"
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case coordinator.SessionRespBroadcastUpdate:
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container.GetUpdate <- true
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case coordinator.SessionRespBroadcastScoJoin:
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container.Output <- "Scourge has joined the game"
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case coordinator.SessionRespBroadcastSenJoin:
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container.Output <- "Sentinal has joined the game"
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case coordinator.SessionRespBroadcastScoLeft:
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container.Output <- "Scourge has left the game"
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case coordinator.SessionRespBroadcastSenLeft:
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container.Output <- "Sentinal has left the game"
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case coordinator.SessionRespBroadcastSenReady:
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container.Output <- "Sentinal is ready"
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case coordinator.SessionRespBroadcastScoReady:
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container.Output <- "scourge is ready"
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case coordinator.SessionRespBroadcastNone:
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case coordinator.SessionRespError:
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container.Output <- "generic error"
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default:
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container.Output <- "Received a server response we don't know how to handle"
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}
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}
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}
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func backend(container *UIContainer) {
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done = make(chan interface{}) // Channel to indicate that the receiverHandler is done
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interrupt = make(chan os.Signal) // Channel to listen for interrupt signal to terminate gracefully
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cmd := make(chan coordinator.SessionCommand)
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signal.Notify(interrupt, os.Interrupt) // Notify the interrupt channel for SIGINT
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hostname := flag.String("host", "localhost", "server hostname to connect to")
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port := flag.Int("port", 7636, "port to connect to")
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flag.Parse()
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port_s := strconv.Itoa(*port)
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socketUrl := "ws://" + *hostname + ":" + port_s + "/ws"
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id := uuid.New()
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conn, _, err := websocket.DefaultDialer.Dial(socketUrl, nil)
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if err != nil {
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log.Fatal("Error connecting to Websocket Server:", err)
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}
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defer conn.Close()
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go receiveHandler(conn, container)
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go GetCommand(id, cmd, container)
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ticker := time.NewTicker(2 * time.Second)
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// Our main loop for the client
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// We send our relevant packets here
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for {
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var c coordinator.SessionCommand
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select {
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case c = <-cmd:
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err := conn.WriteJSON(c)
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if err != nil {
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log.Println("Error during writing to websocket:", err)
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return
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}
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if c.Command == coordinator.SessionCmdLeave {
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break
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}
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case <-container.GetUpdate:
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if container.State != nil {
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err = conn.WriteJSON(&coordinator.SessionCommand{
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ID: id,
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MatchID: matchID,
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Command: coordinator.SessionCmdPlay,
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GameCommand: &game.Command{
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PlayerID: pid,
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Type: game.StateCmd,
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Cmd: "g",
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},
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})
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if err != nil {
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log.Println("Error during writing to websocker:", err)
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return
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}
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container.Updated <- true
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}
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case <-interrupt:
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// We received a SIGINT (Ctrl + C). Terminate gracefully...
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log.Println("Received SIGINT interrupt signal. Closing all pending connections")
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// Close our websocket connection
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err := conn.WriteJSON(coordinator.SessionCommand{
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ID: id,
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Command: coordinator.SessionCmdLeave,
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})
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if err != nil {
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log.Println("Error during closing websocket:", err)
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return
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}
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select {
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case <-done:
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log.Println("Receiver Channel Closed! Exiting....")
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case <-time.After(time.Duration(1) * time.Second):
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log.Println("Timeout in closing receiving channel. Exiting....")
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}
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return
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case <-ticker.C:
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select {
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case <-done:
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return
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default:
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if matchID != uuid.Nil {
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err := conn.WriteJSON(coordinator.SessionCommand{
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ID: id,
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MatchID: matchID,
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Command: coordinator.SessionCmdPoll,
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})
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if err != nil {
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log.Println("Error writing to websocket:", err)
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return
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}
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}
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}
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}
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}
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}
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func GetCommand(uid uuid.UUID, resp chan coordinator.SessionCommand, container *UIContainer) {
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for {
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var cmd string
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var t int
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input := <-container.Input
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input_s := strings.Split(input, " ")
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t, err := strconv.Atoi(input_s[0])
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if err != nil {
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continue
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}
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cmd = trimFirstRune(input)
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cmd = strings.TrimSpace(cmd)
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switch t {
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case 0:
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//session
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switch coordinator.SessionCmd(cmd) {
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case coordinator.SessionCmdQuery:
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resp <- coordinator.SessionCommand{
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ID: uid,
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Command: coordinator.SessionCmdQuery,
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}
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case coordinator.SessionCmdJoin:
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resp <- coordinator.SessionCommand{
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ID: uid,
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MatchID: matchID,
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Command: coordinator.SessionCmdJoin,
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}
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case coordinator.SessionCmdLeave:
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resp <- coordinator.SessionCommand{
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ID: uid,
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MatchID: matchID,
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Command: coordinator.SessionCmdLeave,
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}
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default:
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break
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}
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case 1:
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//state
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resp <- coordinator.SessionCommand{
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ID: uid,
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MatchID: matchID,
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Command: coordinator.SessionCmdPlay,
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GameCommand: &game.Command{
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PlayerID: pid,
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Type: game.StateCmd,
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Cmd: cmd,
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},
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}
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case 2:
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//action
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resp <- coordinator.SessionCommand{
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ID: uid,
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MatchID: matchID,
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Command: coordinator.SessionCmdPlay,
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GameCommand: &game.Command{
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PlayerID: pid,
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Type: game.ActCmd,
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Cmd: cmd,
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},
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}
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}
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}
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}
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func trimFirstRune(s string) string {
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_, i := utf8.DecodeRuneInString(s)
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return s[i:]
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}
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