Beispiel #1
0
// ConnectPlayer handles connecting a new player to the game
func (s *Server) ConnectPlayer(socket *glue.Socket) {
	// Logging
	log15.Debug("socket connected", "address", socket.RemoteAddr())
	socket.OnClose(func() {
		log15.Debug("socket closed", "address", socket.RemoteAddr())
	})

	// Attempt to allocate free player Slot
	if slot := s.nextSlot(); slot != -1 {
		log15.Info("Accepting new player connection", "slot", slot)
		s.ConnectedPlayers[slot] = &Player{
			Server: s,
			Slot:   slot,
			Socket: socket,
		}
		s.ConnectedPlayers[slot].Socket.OnClose(func() {
			log15.Debug("socket closed", "address", socket.RemoteAddr())
			s.DisconnectPlayer(slot)
		})
		s.NumConnectedPlayers++
		s.ConnectedPlayers[slot].Socket.Write(msg.SConnected)
		s.ConnectedPlayers[slot].Socket.Write(msg.SDisplayMessage + ":Press [SPACEBAR] To Spawn!")
		go s.ConnectedPlayers[slot].ReadLoop()

	} else {
		// No free slots available
		log15.Info("Rejecting new player connection: Server is full!")
		socket.Write(msg.SGameFull)
	}
}
Beispiel #2
0
Datei: main.go Projekt: e4x/glue
func onNewSocket(s *glue.Socket) {
	// Set a function which is triggered as soon as the socket is closed.
	s.OnClose(func() {
		log.Printf("socket closed with remote address: %s", s.RemoteAddr())
	})

	// Run the read loop in a new goroutine.
	go readLoop(s)

	// Send a welcome string to the client.
	s.Write("Hello Client")
}
Beispiel #3
0
func onNewSocket(s *glue.Socket) {
	s.OnRead(func(data string) {
		// Echo back.
		s.Write(data)
	})

	s.OnClose(func() {
		println("closed")
	})

	s.Write("Hello Client")
}
Beispiel #4
0
Datei: main.go Projekt: e4x/glue
func onNewSocket(s *glue.Socket) {
	// Set a function which is triggered as soon as the socket is closed.
	s.OnClose(func() {
		log.Printf("socket closed with remote address: %s", s.RemoteAddr())
	})

	// Discard all reads.
	// If received data is not discarded, then the read buffer will block as soon
	// as it is full, which will also block the keep-alive mechanism of the socket.
	// The result would be a closed socket...
	s.DiscardRead()

	// Send a welcome string to the client.
	s.Write("Hello Client")
}
Beispiel #5
0
func onNewSocket(s *glue.Socket) {
	// Set a function which is triggered as soon as the socket is closed.
	s.OnClose(func() {
		log.Printf("socket closed with remote address: %s", s.RemoteAddr())
	})

	// Set a function which is triggered during each received message.
	s.OnRead(func(data string) {
		// Echo the received data back to the client.
		s.Write(data)
	})

	// Send a welcome string to the client.
	s.Write("Hello Client")
}
Beispiel #6
0
Datei: main.go Projekt: e4x/glue
func readLoop(s *glue.Socket) {
	for {
		// Wait for available data.
		// Optional: pass a timeout duration to read.
		data, err := s.Read()
		if err != nil {
			// Just return and release this goroutine if the socket was closed.
			if err == glue.ErrSocketClosed {
				return
			}

			log.Printf("read error: %v", err)
			continue
		}

		// Echo the received data back to the client.
		s.Write(data)
	}
}
Beispiel #7
0
func (h *Hub) sendError(sock *glue.Socket, msg string) {
	sock.Write("error " + strconv.Quote(msg))
}